# Tuesday, 11 May 2021 21:53
ENDLESS LEGEND V1.8.45 S3 (64-bit)

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

21:53:50:724 STACKStarting the application, version is V1.8.45 S3 (64-bit)...

    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACKRunning 64-bit mode...

    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACKGame directory is "C:\Users\Kev Kova\Documents\Endless Legend".

    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACK[Steam] Available game languages are 'english,german,french,italian,spanish,schinese,tchinese,russian,polish', current game language is 'english'.

    Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACK[Steam] Steam user id is '0x01100001069a0c65'.

    Amplitude.Unity.Framework.Application+c__Iterator32:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACK[Steam] Steam user name is 'DarthK3v'.

    Amplitude.Unity.Framework.Application+c__Iterator32:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACKLoading registry file 'E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/..\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__Iterator29:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACKRegistry file 'C:\Users\Kev Kova\Documents\Endless Legend\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__Iterator29:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:728 STACKLoading registry file 'C:\Users\Kev Kova\Documents\Endless Legend\Users\110759013\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__Iterator29:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2C:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKThe audio manager is activated: creating the fmod event system...

    Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKSetting up the fmod system...

    Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKInitializing the fmod event system...

    Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKLoad fmod data from folder 'E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/'.

    Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKPath 'E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' made relative to working directory 'E:\Program Files\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\..\Public\Audio\'.

    Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKRooted path 'E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' has been made relative into 'EndlessLegend_Data\..\Public\Audio\'.

    Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKPlaying with 20 downloadable content(s): Collector Edition, Dungeon of the Endless Founder Pack (the Mezari), Emperor Pack (the Ice Wargs), Shades of Alteration (Halloween), World Generation Presets, Visions of the Unseen (the Eyeless Ones), Endless Day, Guardians, Legendary Buildings and Deeds, Victory Quest, Generation Presets and Dorgeshi Faction, Infiltration, Pillage and Forgotten, Forges of Creation, Advanced Winter, Winter Shifters and Altar of Auriga, The Lost Tales, Echoes of Auriga, Advanced Naval Warfare, Morgawr and Fortresses, Naval Warfare, and Shared Victory, Make War Not Love Event, Summer Flames, Mimics, A new and excitement DLC with a lot of fun!.

    DownloadableContentManager+c__IteratorF8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKPlaying with 12 activated downloadable content(s): Dungeon of the Endless Founder Pack (the Mezari), Emperor Pack (the Ice Wargs), Guardians, Legendary Buildings and Deeds, Infiltration, Pillage and Forgotten, Advanced Winter, Winter Shifters and Altar of Auriga, The Lost Tales, Echoes of Auriga, Advanced Naval Warfare, Morgawr and Fortresses, Make War Not Love Event, Summer Flames, Mimics, A new and excitement DLC with a lot of fun!.

    DownloadableContentManager+c__IteratorF8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKHello 'DarthK3v'!

    Amplitude.Unity.Steam.SteamManager+c__Iterator8C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKChanging display settings to 1920x1080, 60Hz...

    Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
    Amplitude.Unity.Video.VideoManager+c__Iterator95:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACK... skipped change because resolution remains the same.

    Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
    Amplitude.Unity.Video.VideoManager+c__Iterator95:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:50:909 STACKSetting the general quality level to '5'.

    Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo)
    Amplitude.Unity.Video.VideoManager+c__Iterator95:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:52:740 STACKCurrent game language is 'english'.

    Amplitude.Unity.Localization.LocalizationManager+c__Iterator76:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:52:822 STACKSetting the post process quality to 'High'.

    VideoManager:ApplyAdvancedVideoSettingPostProcessQuality()
    VideoManager+c__Iterator6FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:53:407 STACKNew audio listener registered: 1 listener(s) registered.

    Amplitude.Unity.Audio.AudioManager:RegisterListener(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioReceiver+c__Iterator23:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:142 STACKRuntime configuration is null or empty; using the default module 'Endless Legend' as new configuration.

    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:142 STACKThe runtime status has changed to 'Loading'.

    Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:142 STACKLoading runtime module 'Endless Legend'...

    Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:142 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__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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__Iterator2D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:169 STACKLoading plugin files for database of type 'AIBoosterManagerDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:193 STACKLoading plugin files for database of type 'AICommanderMissionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:547 STACKLoading plugin files for database of type 'AIParameterDatatableElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:674 STACKLoading plugin files for database of type 'Amplitude.Unity.AI.AIParameterConverter'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:702 STACKLoading plugin files for database of type 'AICityState'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:54:725 STACKLoading plugin files for database of type 'RaiderProductionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:468 STACKLoading plugin files for database of type 'AIArmyMissionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:487 STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentGroupDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:516 STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:528 STACKLoading plugin files for database of type 'AIHeroSkillSchemeDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:677 STACKLoading plugin files for database of type 'AIPersonalityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:694 STACKLoading plugin files for database of type 'AIRandomPersonalityDescriptor'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:788 STACKLoading plugin files for database of type 'AIStrategicPlanDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:808 STACKLoading plugin files for database of type 'AIUnitPatternDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:826 STACKLoading plugin files for database of type 'AIMinorEmpireDefConDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:870 STACKLoading plugin files for database of type 'AIQuestSolverDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:892 STACKLoading plugin files for database of type 'AIWeatherPresetDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:963 STACKLoading plugin files for database of type 'AttitudeFeedbackDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:55:983 STACKLoading plugin files for database of type 'AttitudeStateDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:004 STACKLoading plugin files for database of type 'DeploymentPriorityModifierDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:025 STACKLoading plugin files for database of type 'DeploymentStepDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:052 STACKLoading plugin files for database of type 'BattleAnalysisRuleDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:069 STACKLoading plugin files for database of type 'BattleAnalysisModifiers'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:145 STACKLoading plugin files for database of type 'AfterBattleDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:163 STACKLoading plugin files for database of type 'AIEncounterStrategyDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:177 STACKLoading plugin files for database of type 'AIEncounterSpellAffinityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:191 STACKLoading plugin files for database of type 'StrategicNetworkDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:202 STACKLoading plugin files for database of type 'ColossusMissionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:56:243 STACKLoading plugin files for database of type 'Amplitude.Unity.Audio.LayeredEventDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:57:451 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__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:57:688 STACKLoading plugin files for database of type 'ArmyAction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:57:718 STACKLoading plugin files for database of type 'GarrisonAction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:57:730 STACKLoading plugin files for database of type 'ApprovalStatus'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:57:758 STACKLoading plugin files for database of type 'AttractivenessRule'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:57:973 STACKLoading plugin files for database of type 'BattleAction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:58:074 STACKLoading plugin files for database of type 'BattleTargetingUnitBehaviorWeight'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:58:092 STACKLoading plugin files for database of type 'BattleTargetingStrategy'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:58:127 STACKLoading plugin files for database of type 'CostReduction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:58:148 STACKLoading plugin files for database of type 'BattleSequence'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:58:231 STACKLoading plugin files for database of type 'BoosterDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:58:270 STACKLoading plugin files for database of type 'BoosterGeneratorDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:58:328 STACKLoading plugin files for database of type 'CreepingNodeImprovementDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:530 STACKLoading plugin files for database of type 'ConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:612 STACKLoading plugin files for database of type 'DepartmentOfIndustry+ConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:637 STACKLoading plugin files for database of type 'DepartmentOfPlanificationAndDevelopment+ConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:702 STACKLoading plugin files for database of type 'DepartmentOfScience+ConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:734 STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:774 STACKLoading plugin files for database of type 'DiplomaticRelationScoreModifierDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:790 STACKLoading plugin files for database of type 'DiplomaticRelationState'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:877 STACKLoading plugin files for database of type 'DepartmentOfForeignAffairs+ConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:910 STACKLoading plugin files for database of type 'Faction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:53:59:932 STACKLoading plugin files for database of type 'FactionAffinity'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:054 STACKLoading plugin files for database of type 'FactionTrait'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:105 STACKLoading plugin files for database of type 'GameModifierDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:280 STACKLoading plugin files for database of type 'InfiltrationAction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:398 STACKLoading plugin files for database of type 'ItemDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:419 STACKLoading plugin files for database of type 'LeechDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:445 STACKLoading plugin files for database of type 'MirageDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:478 STACKLoading plugin files for database of type 'PathfindingRule'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:519 STACKLoading plugin files for database of type 'PointOfInterestTemplate'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:551 STACKLoading plugin files for database of type 'RegionalEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:577 STACKLoading plugin files for database of type 'ResourceConverterDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:593 STACKLoading plugin files for database of type 'ReinforcementTemplate'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:615 STACKLoading plugin files for database of type 'Seizure'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:633 STACKLoading plugin files for database of type 'TradableCategoryDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:698 STACKLoading plugin files for database of type 'UnitAbility'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:00:821 STACKLoading plugin files for database of type 'UnitBodyDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:199 STACKLoading plugin files for database of type 'UnitDesign'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:244 STACKLoading plugin files for database of type 'UnitProfile'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:262 STACKLoading plugin files for database of type 'UnitProfileNames'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:275 STACKLoading plugin files for database of type 'UnitRank'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:298 STACKLoading plugin files for database of type 'UnitSkill'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:326 STACKLoading plugin files for database of type 'WeatherDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:346 STACKLoading plugin files for database of type 'WorldFormation'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:363 STACKLoading plugin files for database of type 'GuiSorting'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:382 STACKLoading plugin files for database of type 'GuiAttributesDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:01:400 STACKLoading plugin files for database of type 'GuiTradeRouteIncomesDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:138 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__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:192 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__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:207 STACKLoading plugin files for database of type 'GuiCursor'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:218 STACKLoading plugin files for database of type 'MouseCursorRule'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:236 STACKCursorManager.LoadMouseRules

    CursorManager:LoadMouseRules()
    CursorManager:Update()

21:54:03:236 STACKCursorManager.LoadMouseRules success with 15 rules

    CursorManager:LoadMouseRules()
    CursorManager:Update()

21:54:03:236 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__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:249 STACKLoading plugin files for database of type 'AnomalyTypeMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:280 STACKLoading plugin files for database of type 'BiomeTypeMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:289 STACKLoading plugin files for database of type 'Palette'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:302 STACKLoading plugin files for database of type 'ResourceDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:335 STACKLoading plugin files for database of type 'TerrainTypeMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:348 STACKLoading plugin files for database of type 'OrbTypeMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:364 STACKLoading plugin files for database of type 'WeatherTypeMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:380 STACKLoading plugin files for database of type 'RiverTypeMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:399 STACKLoading plugin files for database of type 'BattleFeedbackMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:686 STACKLoading plugin files for database of type 'Droplist'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:686 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra2MilitaryReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:686 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra4MilitaryReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:687 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra5HeroesReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:687 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra1MilitaryReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:687 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra1ResourcesReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:687 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra2DiplomacyReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:687 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra3EconomyReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:687 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra3HeroesReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:687 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra4EconomyReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:03:688 STACKThe database of type 'Droplist' has overriden an element because its key name 'DroplistMedalEra5EconomyReward' was already registered for the same revision number #4.

    Amplitude.Unity.Framework.Datatable`1[Droplist]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Droplist]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Droplist]:Amplitude.Unity.Framework.IDatabaseControl.LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:243 STACKLoading plugin files for database of type 'QuestDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:285 STACKLoading plugin files for database of type 'MapBoostAttractivenessRule'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:331 STACKLoading plugin files for database of type 'KaijuAttractivenessRule'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:358 STACKLoading plugin files for database of type 'MapBoostDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:382 STACKLoading plugin files for database of type 'SeasonDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:413 STACKLoading plugin files for database of type 'SeasonEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:426 STACKLoading plugin files for database of type 'SeasonIntensityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:460 STACKLoading plugin files for database of type 'PillarDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:487 STACKLoading plugin files for database of type 'PillageRewardDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:520 STACKLoading plugin files for database of type 'SpellDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:575 STACKLoading plugin files for database of type 'TerraformDeviceDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:612 STACKLoading plugin files for database of type 'WorldEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:633 STACKLoading plugin files for database of type 'GameStatisticDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:656 STACKLoading plugin files for database of type 'GameScoreDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:681 STACKLoading plugin files for database of type 'VictoryCondition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:696 STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:716 STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementStatisticDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:11:733 STACKLoading plugin files for database of type 'AlterationData'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:112 STACKLoading plugin files for database of type 'DefaultFxDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:148 STACKLoading plugin files for database of type 'BattleVisualEffects'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:193 STACKLoading plugin files for database of type 'OptionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:257 STACKLoading plugin files for database of type 'WorldGeneratorScenarioDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:298 STACKLoading runtime registry files...

    Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:326 STACKSpent 18.3440492 second(s) loading the module plugins.

    Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:326 STACKRuntime hash key = 'A463B6AC2D24C022E903A6170D275911'.

    Amplitude.Unity.Runtime.Runtime+c__Iterator7C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:326 STACKWaiting for Steam statistics and achievements reception callback...

    Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
    Amplitude.Unity.Achievement.SteamAchievementManager:Load()
    AchievementManager:Load()
    AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:326 STACKWaiting for Steam statistics and achievements reception callback...

    Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
    Amplitude.Unity.Achievement.SteamAchievementManager:Load()
    AchievementManager:Load()
    AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:326 STACKRuntimeService_RuntimeChange, reloading (null).

    Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:327 STACK(pre) OnGuiSceneStateChange: Loading.

    GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:327 STACKOnGuiSceneStateChange: Loading.

    GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:327 STACKThe runtime status has changed to 'Loaded'.

    Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:12:466 STACKSteamClientCallbacks_UserStatsReceivedCallback

    Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo)
    Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
    Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
    Amplitude.Unity.Steam.SteamManager:FixedUpdate()

21:54:12:466 STACK[Achievement] 110 statistics(s) have been loaded.

    Amplitude.Unity.Achievement.NetworkAchievementManager:LoadStatistics()
    Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
    Amplitude.Unity.Achievement.SteamAchievementManager:Load()
    AchievementManager:Load()
    Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo)
    Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
    Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
    Amplitude.Unity.Steam.SteamManager:FixedUpdate()

21:54:12:466 STACK[Achievement] 139 achievement(s) have been loaded.

    Amplitude.Unity.Achievement.NetworkAchievementManager:LoadAchievements()
    Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
    Amplitude.Unity.Achievement.SteamAchievementManager:Load()
    AchievementManager:Load()
    Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo)
    Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
    Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
    Amplitude.Unity.Steam.SteamManager:FixedUpdate()

21:54:14:062 STACKCreating atlas [Font:softwareRasterAtlas] from 128x128xARGBFloat

    GlyphAtlas:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FontAtlasRenderer:Load()
    FontAtlasRenderer:OnEnable()

21:54:14:790 STACKRebuilding the texture atlas...

    AgeAtlas:Build()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:14:790 STACK(pre) OnGuiSceneStateChange: Loaded.

    GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:14:790 STACKOnGuiSceneStateChange: Loaded.

    GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:16:311 STACKLoading the outgame view...

    OutGameView+c__Iterator716:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

21:54:18:086 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView+c__Iterator716:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:54:37:759 STACKOnLoadGameCB

    MenuMainScreen:OnLoadGameCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

21:54:46:422 STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

    Session:.ctor()
    System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

21:54:46:422 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()

21:54:46:422 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()

21:54:46:423 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148

    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()

21:54:46:423 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()

21:54:46:423 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()

21:54:46:423 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 262148 (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()

21:54:46:423 STACK[Lobby] SlotCount: total=0, occupied=0, free=0.

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

21:54:46:423 STACK[Lobby] SlotCount: total=8, occupied=1, free=7.

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

21:54:46:423 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 3795496 (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()

21:54:46:423 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

21:54:46:423 STACK[SessionState] SessionState_Opened.Begin()

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

21:55:13:534 STACKOption (name: 'WorldShape') has been control-constrained (new value: '2LargeContinents').

    WorldGenerator:CheckWorldGeneratorOptionsConstraints()
    MenuNewGameScreen:OnSelectGenerationScenarioCB(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: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:LateUpdate()

21:55:13:534 STACKOption (name: 'NumberOfContinents') has been control-constrained (new value: '2').

    WorldGenerator:CheckWorldGeneratorOptionsConstraints()
    MenuNewGameScreen:OnSelectGenerationScenarioCB(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: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:LateUpdate()

21:55:13:534 STACKOption (name: 'IslandsOdds') has been control-constrained (new value: 'None').

    WorldGenerator:CheckWorldGeneratorOptionsConstraints()
    MenuNewGameScreen:OnSelectGenerationScenarioCB(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: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:LateUpdate()

21:55:13:534 STACKInvalid value for option (name: 'PercentageOfLandmassOverWater', value: '50') has been reset to default (value: '40').

    WorldGenerator:CheckWorldGeneratorOptionsConstraints()
    MenuNewGameScreen:OnSelectGenerationScenarioCB(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: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:LateUpdate()

21:57:17:094 STACK[SessionState] SessionState_OpenedAndReady.Begin()

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

21:57:17:111 STACK[SessionState] SessionState_OpenedAndCounting.Begin()

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

21:57:17:221 STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

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

21:57:17:221 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:17:221 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:17:221 STACKGameServerState_InitializeServer.

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

21:57:17:221 STACKGameServerState_LaunchGame.

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

21:57:17:222 STACKGameClientState_WaitingForServer

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

21:57:17:317 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:17:318 STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x01100001069a0c65', steamIDUser: '0x01100001069a0c65'.

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

21:57:17:318 STACK[Net] [GameClient] Got 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()

21:57:17:347 STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

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

21:57:17:378 STACKGameClientState_ConnectedToServer.

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

21:57:17:378 STACKGameClientState_LaunchGame.

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

21:57:17:378 STACK[Dump] GameManager.DumpingMethod = Binary

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

21:57:17:378 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()

21:57:17:536 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:17:536 STACKstartInfo.FileName = E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/Amplitude.WorldGenerator.exe

    WorldGenerator:CreateStartInfo()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:17:536 STACKstartInfo.WorkingDirectory = E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/

    WorldGenerator:CreateStartInfo()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:17:536 STACKstartInfo.Arguments = -config "C:\Users\Kev Kova\Documents\Endless Legend\Temporary Files\WorldGeneratorConfiguration.xml"

    WorldGenerator:CreateStartInfo()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:17:536 STACKStarting the world generator process...

    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:17:537 STACKThe world generator process has been started (with return value 'True').

    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:18:723 STACK[WorldGenerator] [Report?ProcessSettings]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:18:741 STACK[WorldGenerator] [Report?ImportTmxFile]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:18:741 STACK[WorldGenerator] [Report?ImportTmxTerrainLayer]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:18:757 STACK[WorldGenerator] [Report?ImportTmxElevationLayer]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:18:790 STACK[WorldGenerator] [Report?ImportTmxRegionLayer]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:19:123 STACK[WorldGenerator] [Report?ImportTmxRiverLayer]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:19:123 STACK[WorldGenerator] [Report?ImportTmxPointOfInterestLayer]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:19:123 STACK[WorldGenerator] [Report?ImportTmxTerrainLayer]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:19:140 STACK[WorldGenerator] [Report?RegularMapCreation]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:19:140 STACK[WorldGenerator] [Report?WriteMaps]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:19:776 STACK[WorldGenerator] [Report?StartingGeometryGeneration]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:19:859 STACK[WorldGenerator] [Report?GeometryGenerating1]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:20:042 STACK[WorldGenerator] [Report?GeometryGenerating2]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:23:107 STACK[WorldGenerator] [Report?GeometryGenerating3]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:24:925 STACK[WorldGenerator] [Report?GeometryGenerating4]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:25:458 STACK[WorldGenerator] [Report?GeometryTesselation]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:28:625 STACK[WorldGenerator] [Report?SavingGeometry]

    WorldGenerator:PrintLogData()
    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:165 STACKThe world generator process has exited with code '0'.

    WorldGenerator+c__Iterator2FB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:165 STACKThe world generation process has finished.

    WorldGenerator+c__Iterator2F8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:165 STACKThe world generation has ended.

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:165 STACKUsing path to archive: 'C:\Users\Kev Kova\Documents\Endless Legend\Temporary Files\WorldGeneratorOutput.map'

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:165 STACKThe world has been initialized (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:251 STACKProcessing river 1 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:251 STACKProcessing river 2 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 3 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 4 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 5 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 6 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 7 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 8 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 9 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 10 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 11 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 12 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 13 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 14 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 15 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 16 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 17 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:252 STACKProcessing river 18 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 19 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 20 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 21 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 22 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 23 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 24 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 25 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 26 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKProcessing river 27 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:253 STACKThe world has been loaded (in 0.0770044 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:263 STACKThe game ancillary (type of: Cadaster) has been loaded (in 0.001 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:277 STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:294 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:310 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:328 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:345 STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:359 STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:377 STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:394 STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.

    PathfindingManager:InitializeRules()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:433 STACKThe pathfinding service is ready.

    PathfindingManager:OnPathfindingServiceReady()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:434 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0470027 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:440 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:460 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:476 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:493 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.0020001 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:509 STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:526 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:542 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:560 STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:577 STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:593 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:610 STACKThe game ancillary (type of: LeechManager) has been loaded (in 0.0010001 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:626 STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:644 STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:660 STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:678 STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:693 STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:710 STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:727 STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:743 STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:761 STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0.0020001 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:29:777 STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKStarting new game with difficulty: Easy, speed: Normal and minor faction difficulty: Normal...

    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACK[Kaiju] Kaiju Empire [Chaka] Relocation Formula Result: [15]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKRegistering new data (name: NumberOfLandRegions, value: 47)

    VictoryManager+c__Iterator197:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury5.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury3.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury9.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:306 STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONREPLICANTS').

    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
    GoogleAnalyticsManager:SendSessionMetrics()
    GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONWINTERSHIFTERS').

    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
    GoogleAnalyticsManager:SendSessionMetrics()
    GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONSEADEMONS').

    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
    GoogleAnalyticsManager:SendSessionMetrics()
    GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONFLAMES').

    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
    GoogleAnalyticsManager:SendSessionMetrics()
    GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONMIMICS').

    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
    GoogleAnalyticsManager:SendSessionMetrics()
    GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:307 STACKGameServerState_GameLaunchedAndReady.

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

21:57:32:307 STACKGameClientState_GameLaunched.

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

21:57:32:307 STACK[PlayerRepository] Player 'DarthK3v' has been registered (Human/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()

21:57:32:307 STACK[PlayerRepository] Player 'AI#1' has been registered (AI/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()

21:57:32:307 STACK[PlayerRepository] Player 'AI#2' has been registered (AI/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()

21:57:32:307 STACK[PlayerRepository] Player 'AI#3' has been registered (AI/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()

21:57:32:307 STACK[PlayerRepository] Player 'AI#4' has been registered (AI/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()

21:57:32:307 STACK[PlayerRepository] Player 'AI#5' has been registered (AI/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()

21:57:32:307 STACK[PlayerRepository] Player 'AI#6' has been registered (AI/Local) on Empire #6.

    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()

21:57:32:307 STACK[PlayerRepository] Player 'AI#7' has been registered (AI/Local) on Empire #7.

    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()

21:57:32:307 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()

21:57:32:592 STACKDestroying the outgame view scene to free some resources. (switching to 'WorldView')

    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()

21:57:32:636 STACKLoading the world view... loading the camera controller...

    WorldView+c__Iterator781:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:636 STACKLoading the world view... loading the world renderer...

    WorldView+c__Iterator781:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:636 STACKLoading the world view... complete!

    WorldView+c__Iterator781:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:683 STACKCamera controller set!

    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:683 STACKInitializing the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:32:684 STACKWaiting for the ignition of all world view technique ancillaries...

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:33:343 STACKAll world view technique ancillaries have been ignited.

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:33:343 STACKLoading the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:33:344 STACKHxTechniqueGraphicData.Load Begin

    HxTechniqueGraphicData+c__Iterator75C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:549 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:549 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:549 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:550 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:550 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:550 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:550 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:550 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:633 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:633 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:633 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:634 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:634 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:634 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:634 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:635 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:729 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:729 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:729 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:730 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:730 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:730 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:730 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:731 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:881 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:881 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:882 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:882 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:882 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:882 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:883 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:883 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:908 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:923 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:923 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:923 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:924 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:924 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:924 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:924 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:37:924 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:38:052 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:38:052 STACKUnable to find instancing policy for mesh [lava].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:38:053 STACKUnable to find instancing policy for mesh [rock_1].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:38:053 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:38:053 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:38:053 STACKUnable to find instancing policy for mesh [volcano].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:38:054 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'HxDecalManager' has been loaded (in 0.001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0.0010001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 3.8012174 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKUsing double buffering for LookupTexture update : False

    VisibilityRenderer+c__Iterator738:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0250014 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0.0020001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0.0010001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0040002 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0030002 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0.001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKRoadRenderer.Load start

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKRoadRenderer.Load end

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:460 STACKThe ancillary service 'RoadRenderer' has been loaded (in 0.0010001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:461 STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0.001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:461 STACKInsideFramePostProcess.Load

    InsideFramePostProcess+c__Iterator300:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:461 STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0.0010001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:461 STACKThe ancillary service 'OrbRenderer' has been loaded (in 0.0020001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:461 STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:57:51:806 STACKGameClientState_GameLaunchedAndReady.

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

21:57:51:806 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:51:806 STACKcurrentSeasonName ('') is Null or Empty

    SeasonManager:GetCurrentSeason()
    SeasonManager:GameClient_LaunchAndReady()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:52:016 STACK[Net][GameServer] GameInProgress

    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:52:017 STACKGameServerState_Turn_Begin.

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

21:57:52:017 STACKForcing the AI scheduler to load the game because we're about to save another one...

    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEC:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:260 STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorED:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:261 STACKAIMaster AIPlayer: Lesser Empire 53 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEE:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:261 STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0

    AIPlayer_LesserEmpire+c__Iterator4D:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:261 STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:261 STACKRun thread AIPlayer: Lesser Empire 53.

    AIPlayer+c__Iterator42:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:261 STACKSeason change: new season 'Summer', the new season will end at turn 12 (duration: 11 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:261 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:646 STACKDiplomatic relation between empire 3 and empire 0: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:646 STACKDiplomatic relation between empire 0 and empire 3: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:647 STACKDiplomatic relation between empire 3 and empire 1: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:647 STACKDiplomatic relation between empire 1 and empire 3: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:664 STACKDiplomatic relation between empire 3 and empire 2: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 2 and empire 3: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 3 and empire 4: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 4 and empire 3: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 3 and empire 5: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 5 and empire 3: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 3 and empire 6: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 6 and empire 3: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 3 and empire 7: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:57:53:665 STACKDiplomatic relation between empire 7 and empire 3: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:02:899 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:02:899 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

21:58:02:899 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

21:58:02:899 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

21:58:02:899 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

21:58:02:919 STACKSkipping interaction because quests have already been triggered (turn: 0, last checked: 0).

    VictoryManager:OnBeginTurn()
    GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:02:919 STACKGameServerState_Turn_AI.

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

21:58:02:919 STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:02:919 STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:03:456 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:03:456 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:03:490 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:03:491 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:03:806 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:03:806 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:03:939 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:03:939 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:039 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:039 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:123 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:123 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:239 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:239 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:356 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:356 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

21:58:04:473 STACKGameServerState_Turn_Main.

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

21:58:04:780 STACKGameClientState_Turn_Begin.

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

21:58:04:780 STACKQuestManager: Skipping EventBeginTurn on loading.

    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Total Industry Spent: [0]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Total Industry Spent: [0]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:780 STACK[Kaiju] Total Industry Spent: [0]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:58:04:975 STACKGameClientState_IntroductionVideo.

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

21:58:04:975 STACKPlaying introduction video 'E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Vaulters/Vaulters_Intro.bik'...

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

21:58:04:975 STACKPath 'E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Vaulters/Vaulters_Intro.bik' made relative to working directory 'E:\Program Files\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\StreamingAssets\Movies\Vaulters\Vaulters_Intro.bik'.

    Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo)
    Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo)
    Amplitude.Interop.Bink.BinkMovie:BinkSetup()
    Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:58:04:975 STACKRooted path 'E:/Program Files/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Vaulters/Vaulters_Intro.bik' has been made relative into 'EndlessLegend_Data\StreamingAssets\Movies\Vaulters\Vaulters_Intro.bik'.

    Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo)
    Amplitude.Interop.Bink.BinkMovie:BinkSetup()
    Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:59:01:778 STACKGameClientState_Turn_Main.

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

21:59:02:133 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:59:02:133 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

21:59:02:170 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:02:170 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:02:170 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:02:170 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:02:170 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:02:170 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:025 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:025 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:025 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:439 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:439 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:440 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:440 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:713 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:713 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:713 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:713 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:863 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:863 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:03:863 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

21:59:10:634 STACKRegister new contract DiplomaticContract 898 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:00:10:481 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    GuiManager:HandleCancelRequest()
    GuiManager:Update()

22:02:08:661 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:23:295 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:23:541 STACKGameServerState_Turn_Begin.

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

22:05:23:596 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:23:630 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:05:23:885 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:26:303 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:26:330 STACKGameServerState_Turn_AI.

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

22:05:26:898 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:05:26:899 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:05:26:997 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:05:26:997 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:05:27:030 STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:05:27:030 STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).

    NetEmpirePrestigeAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpirePrestigeAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:05:27:179 STACKGameServerState_Turn_Main.

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

22:05:27:232 STACKGameClientState_Turn_Begin.

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

22:05:27:232 STACKQuest 'VictoryCondition-SurviveTheEliminiation', Timer '$TimeBeforeElimination' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:232 STACKQuest 'VictoryCondition-SurviveTheEliminiation', Timer '$TimeBeforeElimination' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:232 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:232 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:232 STACK[Kaiju] Total Industry Spent: [5.5]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:233 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:233 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:233 STACK[Kaiju] Total Industry Spent: [5.5]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:233 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:233 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:233 STACK[Kaiju] Total Industry Spent: [5.5]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:284 STACKGameClientState_Turn_Main.

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

22:05:27:457 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:458 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:458 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:27:458 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:28:479 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:28:479 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:28:479 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:28:479 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:29:385 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:29:385 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:29:648 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:29:648 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:29:648 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:29:648 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:29:649 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:30:027 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:30:027 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:36:870 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:36:870 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:36:914 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:36:914 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:05:37:045 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:24:258 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:06:37:013 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:06:37:014 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:08:02:966 STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

    Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FxManager:PlaySound(System.Reflection.ParameterInfo)
    FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MecanimEventEmitter:Update()

22:08:31:499 STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

    Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FxManager:PlaySound(System.Reflection.ParameterInfo)
    FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MecanimEventEmitter:Update()

22:09:21:011 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:21:200 STACKGameServerState_Turn_Begin.

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

22:09:23:774 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:23:806 STACKGameServerState_Turn_AI.

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

22:09:24:227 STACKAI don't want to research technology TechnologyDefinitionApproval1 anymore. AI now wants technology TechnologyDefinitionIndustry0.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:09:24:496 STACKGameServerState_Turn_Main.

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

22:09:24:546 STACKGameClientState_Turn_Begin.

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

22:09:24:546 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:546 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:546 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:546 STACK[Kaiju] Total Industry Spent: [63.9]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:546 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:546 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:546 STACK[Kaiju] Total Industry Spent: [63.9]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:546 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:547 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:547 STACK[Kaiju] Total Industry Spent: [63.9]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:599 STACKGameClientState_Turn_Main.

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

22:09:24:762 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:763 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:24:763 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:25:996 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:25:996 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:25:996 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:25:996 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:26:641 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:26:641 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:051 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:051 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:485 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:485 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:485 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:905 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:905 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:27:905 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:28:102 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:09:32:757 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:32:757 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:09:32:822 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:12:936 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:13:122 STACKGameServerState_Turn_Begin.

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

22:10:15:580 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:15:599 STACKGameServerState_Turn_AI.

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

22:10:16:328 STACKGameServerState_Turn_Main.

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

22:10:16:375 STACKGameClientState_Turn_Begin.

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

22:10:16:375 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:375 STACKQuest 'DLC21_19ARagingFire', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:375 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:375 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:375 STACK[Kaiju] Total Industry Spent: [121.15]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:376 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:376 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:376 STACK[Kaiju] Total Industry Spent: [121.15]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:376 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:376 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:376 STACK[Kaiju] Total Industry Spent: [121.15]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:403 STACKGameClientState_Turn_Main.

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

22:10:16:598 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:599 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:599 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:16:599 STACKThe construction 958 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:17:872 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:17:872 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:17:873 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:17:873 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:17:873 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:18:469 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:18:469 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:18:469 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:18:881 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:18:881 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:18:881 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:19:296 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:19:296 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:19:296 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:19:296 STACKThe construction 976 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:19:714 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:10:19:714 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:29:256 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:29:444 STACKGameServerState_Turn_Begin.

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

22:11:31:798 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:31:824 STACKGameServerState_Turn_AI.

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

22:11:32:548 STACKGameServerState_Turn_Main.

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

22:11:32:616 STACKGameClientState_Turn_Begin.

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

22:11:32:617 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACKQuest 'DLC21_19ARagingFire', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Total Industry Spent: [219.08]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Total Industry Spent: [219.08]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:617 STACK[Kaiju] Total Industry Spent: [219.08]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:695 STACKGameClientState_Turn_Main.

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

22:11:32:845 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:845 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:32:845 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:116 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:116 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:116 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:116 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:116 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:530 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:531 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:531 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:531 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:949 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:949 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:34:949 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:35:397 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:35:397 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:35:397 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:35:779 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:35:780 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:35:780 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:11:57:165 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:41:618 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:41:803 STACKGameServerState_Turn_Begin.

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

22:13:44:316 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:44:344 STACKGameServerState_Turn_AI.

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

22:13:45:101 STACKGameServerState_Turn_Main.

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

22:13:45:165 STACKGameClientState_Turn_Begin.

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

22:13:45:165 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACKQuest 'DLC21_19ARagingFire', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 1042, level: 0.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Offense, Target City GUID: 0, Target Empire: 6, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Total Industry Spent: [314.31]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Total Industry Spent: [314.31]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:165 STACK[Kaiju] Total Industry Spent: [314.31]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:388 STACKGameClientState_Turn_Main.

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

22:13:45:389 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000006C9, empire: 53, guid: 1042, level: 0

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:411 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:412 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:45:412 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:46:651 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:46:651 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:46:651 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:080 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:080 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:080 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:080 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:482 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:482 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:482 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:918 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:918 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:47:918 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:48:335 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:48:335 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:48:335 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:13:53:184 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:14:12:164 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:12:165 STACKTimeout: Tickables NeedTick:

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:17:549 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:17:757 STACKGameServerState_Turn_Begin.

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

22:14:20:456 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:20:485 STACKGameServerState_Turn_AI.

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

22:14:21:231 STACKGameServerState_Turn_Main.

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

22:14:21:292 STACKGameClientState_Turn_Begin.

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

22:14:21:292 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Total Industry Spent: [408.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Total Industry Spent: [408.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:292 STACK[Kaiju] Total Industry Spent: [408.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:316 STACKGameClientState_Turn_Main.

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

22:14:21:516 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:516 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:516 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:21:516 STACKThe construction 1030 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:22:799 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:22:799 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:22:799 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:22:799 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:22:799 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:23:201 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:23:201 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:23:201 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:23:201 STACKThe construction 960 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:23:618 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:23:618 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:23:618 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:24:035 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:24:035 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:24:035 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:24:471 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:24:471 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:24:471 STACKThe construction 978 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:37:577 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:37:757 STACKGameServerState_Turn_Begin.

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

22:14:40:423 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:40:452 STACKGameServerState_Turn_AI.

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

22:14:41:180 STACKGameServerState_Turn_Main.

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

22:14:41:229 STACKGameClientState_Turn_Begin.

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

22:14:41:229 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Total Industry Spent: [563.7]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Total Industry Spent: [563.7]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:230 STACK[Kaiju] Total Industry Spent: [563.7]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:273 STACKGameClientState_Turn_Main.

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

22:14:41:451 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:451 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:41:451 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:42:765 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:42:765 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:42:765 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:42:765 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:42:766 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:43:314 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:43:314 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:43:314 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:43:314 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:43:713 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:43:713 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:43:713 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:44:130 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:44:130 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:44:130 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:44:546 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:44:546 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:44:546 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:55:081 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:55:259 STACKGameServerState_Turn_Begin.

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

22:14:57:833 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:57:864 STACKGameServerState_Turn_AI.

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

22:14:58:547 STACKGameServerState_Turn_Main.

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

22:14:58:596 STACKGameClientState_Turn_Begin.

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

22:14:58:596 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:596 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Total Industry Spent: [702.99]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Total Industry Spent: [702.99]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:597 STACK[Kaiju] Total Industry Spent: [702.99]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:647 STACKGameClientState_Turn_Main.

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

22:14:58:815 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:815 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:14:58:816 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:064 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:064 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:064 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:064 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:698 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:698 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:698 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:00:698 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:115 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:116 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:116 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:116 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:551 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:551 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:551 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:989 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:989 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:01:989 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:25:166 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:25:166 STACKTimeout: Tickables NeedTick: AICommanderMission_PacifyVillage,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:25:563 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:25:754 STACKGameServerState_Turn_Begin.

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

22:15:28:368 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:28:387 STACKGameServerState_Turn_AI.

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

22:15:29:080 STACKGameServerState_Turn_Main.

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

22:15:29:132 STACKGameClientState_Turn_Begin.

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

22:15:29:132 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:132 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:132 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:132 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:132 STACK[Kaiju] Total Industry Spent: [830.8]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:132 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:133 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:133 STACK[Kaiju] Total Industry Spent: [830.8]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:133 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:133 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:133 STACK[Kaiju] Total Industry Spent: [830.8]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:184 STACKGameClientState_Turn_Main.

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

22:15:29:352 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:353 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:29:353 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:30:613 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:30:613 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:30:613 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:30:613 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:30:613 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:31:231 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:31:231 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:31:231 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:31:231 STACKThe construction 1087 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:31:679 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:31:679 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:31:679 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:32:067 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:32:067 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:32:068 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:32:465 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:32:465 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:32:465 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:15:32:465 STACKThe construction 1088 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:16:30:715 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:16:36:750 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:16:42:506 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:17:26:191 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:10:653 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:11:177 STACKGameServerState_Turn_Begin.

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

22:19:13:641 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:13:675 STACKGameServerState_Turn_AI.

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

22:19:14:082 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:19:14:132 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:19:14:364 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:19:14:432 STACKGameServerState_Turn_Main.

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

22:19:14:479 STACKGameClientState_Turn_Begin.

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

22:19:14:479 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Total Industry Spent: [1012.41]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Total Industry Spent: [1012.41]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:479 STACK[Kaiju] Total Industry Spent: [1012.41]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:543 STACKGameClientState_Turn_Main.

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

22:19:14:698 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:698 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:14:698 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:15:949 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:15:949 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:15:949 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:15:949 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:15:949 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:16:549 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:16:549 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:16:550 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:16:980 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:16:981 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:16:981 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:17:399 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:17:399 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:17:399 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:17:399 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:17:816 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:17:816 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:37:477 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:37:477 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:37:477 STACK[Desync] 'PointOfInterest#373' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:37:670 STACKGameServerState_Turn_Begin.

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

22:19:40:226 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:40:244 STACKGameServerState_Turn_AI.

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

22:19:40:653 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:19:40:686 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:19:40:897 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:19:40:969 STACKGameServerState_Turn_Main.

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

22:19:41:015 STACKGameClientState_Turn_Begin.

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

22:19:41:015 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACK[Kaiju] Total Industry Spent: [1192.22]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACK[Kaiju] Total Industry Spent: [1192.22]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:015 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:016 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:016 STACK[Kaiju] Total Industry Spent: [1192.22]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:046 STACKGameClientState_Turn_Main.

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

22:19:41:231 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:231 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:41:232 STACKThe construction 1085 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:42:499 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:42:499 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:42:499 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:42:499 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:42:499 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:299 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:299 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:299 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:555 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:555 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:556 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:556 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:756 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:954 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:954 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:954 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:43:954 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:44:373 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:44:373 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:19:44:373 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:171 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:171 STACKpointOfInterest.SwapDescriptor from AffinityMappingBrokenLords to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:171 STACK[Desync] 'PointOfInterest#199' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:543 STACKGameServerState_Turn_Begin.

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

22:20:25:543 STACKSeason change: new season 'HeatWave', the new season will end at turn 15 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:25:999 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:000 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:001 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:002 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:002 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:26:002 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:28:977 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:005 STACKGameServerState_Turn_AI.

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

22:20:29:399 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:20:29:449 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:20:29:666 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:20:29:716 STACKGameServerState_Turn_Main.

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

22:20:29:793 STACKGameClientState_Turn_Begin.

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

22:20:29:793 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Total Industry Spent: [1328.25]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Total Industry Spent: [1328.25]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:794 STACK[Kaiju] Total Industry Spent: [1328.25]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:29:829 STACKGameClientState_Turn_Main.

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

22:20:30:025 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:30:025 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:30:025 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:282 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:282 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:282 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:282 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:282 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:900 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:900 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:900 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:31:901 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:321 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:321 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:321 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:321 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:321 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:766 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:766 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:766 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:766 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:766 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:32:766 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:33:167 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:33:167 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:20:33:167 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:26:073 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:26:291 STACKGameServerState_Turn_Begin.

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

22:21:28:733 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:28:755 STACKGameServerState_Turn_AI.

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

22:21:29:117 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:21:29:166 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:21:29:382 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:21:29:450 STACKGameServerState_Turn_Main.

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

22:21:29:517 STACKGameClientState_Turn_Begin.

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

22:21:29:517 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:517 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:517 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:517 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:517 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:517 STACK[Kaiju] Total Industry Spent: [1482.09]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:517 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:518 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:518 STACK[Kaiju] Total Industry Spent: [1482.09]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:518 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:518 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:518 STACK[Kaiju] Total Industry Spent: [1482.09]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:569 STACKGameClientState_Turn_Main.

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

22:21:29:738 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:738 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:738 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:738 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:738 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:29:738 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:019 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:019 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:019 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:019 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:019 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:669 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:669 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:669 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:31:670 STACKThe construction 1109 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:084 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:085 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:085 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:085 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:085 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:085 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:501 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:501 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:501 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:501 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:501 STACKThe construction 1205 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:918 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:918 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:21:32:918 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:12:681 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:12:681 STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:12:682 STACK[Desync] 'PointOfInterest#441' has been reattached to 'City#962' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:12:682 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:12:682 STACK[Desync] 'PointOfInterest#394' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:12:901 STACKGameServerState_Turn_Begin.

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

22:22:15:476 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:15:498 STACKGameServerState_Turn_AI.

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

22:22:15:883 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:22:15:950 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:22:16:150 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:22:16:233 STACKGameServerState_Turn_Main.

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

22:22:16:310 STACKGameClientState_Turn_Begin.

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

22:22:16:310 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:310 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Total Industry Spent: [1640.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Total Industry Spent: [1640.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:311 STACK[Kaiju] Total Industry Spent: [1640.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:353 STACKGameClientState_Turn_Main.

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

22:22:16:554 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:554 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:16:554 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:17:805 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:17:805 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:17:805 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:286 STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #6, context: 'City#991'.

    DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator267:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:417 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:418 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:418 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:418 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:865 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:865 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:865 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:865 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:18:865 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:19:255 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:19:255 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:19:255 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:19:255 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:19:685 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:19:685 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:19:685 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:22:39:153 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:11:932 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:12:191 STACKGameServerState_Turn_Begin.

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

22:23:12:191 STACKSeason change: new season 'Summer', the new season will end at turn 17 (duration: 1 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:12:467 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:369 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:425 STACKGameServerState_Turn_AI.

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

22:23:15:425 STACKDiplomatic relation between empire 6 and empire 0: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:425 STACKDiplomatic relation between empire 0 and empire 6: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:488 STACKDiplomatic relation between empire 6 and empire 1: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:488 STACKDiplomatic relation between empire 1 and empire 6: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:488 STACKDiplomatic relation between empire 6 and empire 2: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:488 STACKDiplomatic relation between empire 2 and empire 6: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:488 STACKDiplomatic relation between empire 6 and empire 3: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:489 STACKDiplomatic relation between empire 6 and empire 3: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:489 STACKDiplomatic relation between empire 3 and empire 6: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:489 STACKDiplomatic relation between empire 3 and empire 6: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:543 STACKDiplomatic relation between empire 6 and empire 4: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:543 STACKDiplomatic relation between empire 4 and empire 6: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:543 STACKDiplomatic relation between empire 6 and empire 5: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:543 STACKDiplomatic relation between empire 5 and empire 6: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:543 STACKDiplomatic relation between empire 6 and empire 7: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:543 STACKDiplomatic relation between empire 7 and empire 6: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:15:866 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:23:15:916 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:23:16:082 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:23:16:099 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:23:16:182 STACKGameServerState_Turn_Main.

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

22:23:16:251 STACKGameClientState_Turn_Begin.

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

22:23:16:251 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Total Industry Spent: [1820.77]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Total Industry Spent: [1820.77]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:251 STACK[Kaiju] Total Industry Spent: [1820.77]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:285 STACKGameClientState_Turn_Main.

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

22:23:16:468 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:16:469 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:538 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:538 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:538 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:954 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:954 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:954 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:954 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:17:954 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:18:373 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:18:373 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:18:373 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:18:771 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:18:771 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:43:459 STACKThe construction 1097 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:23:59:148 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:27:58:087 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:27:58:088 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:27:58:767 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:27:58:768 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:27:58:768 STACK[Desync] 'PointOfInterest#99' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:27:58:958 STACKGameServerState_Turn_Begin.

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

22:28:01:597 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:01:615 STACKGameServerState_Turn_AI.

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

22:28:01:615 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:01:616 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:016 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:28:02:066 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:28:02:238 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:28:02:250 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:28:02:316 STACKGameServerState_Turn_Main.

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

22:28:02:372 STACKGameClientState_Turn_Begin.

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

22:28:02:372 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACK[Kaiju] Total Industry Spent: [2043.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:373 STACK[Kaiju] Total Industry Spent: [2043.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:374 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:374 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:374 STACK[Kaiju] Total Industry Spent: [2043.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:428 STACKGameClientState_Turn_Main.

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

22:28:02:600 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:601 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:02:601 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:03:639 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:03:639 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:03:639 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:03:639 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:057 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:057 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:057 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:057 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:471 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:471 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:471 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:903 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:903 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:28:04:903 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:15:818 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:29:15:818 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:29:16:441 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:16:441 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:16:441 STACK[Desync] 'PointOfInterest#127' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:16:797 STACKGameServerState_Turn_Begin.

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

22:29:16:798 STACKSeason change: new season 'Winter', the new season will end at turn 23 (duration: 5 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:16:798 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:19:544 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:19:578 STACKGameServerState_Turn_AI.

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

22:29:19:578 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:19:578 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:19:968 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:29:20:017 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:29:20:370 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:29:20:370 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:29:20:436 STACKGameServerState_Turn_Main.

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

22:29:20:492 STACKGameClientState_Turn_Begin.

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

22:29:20:492 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:492 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:492 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:492 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:492 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:493 STACK[Kaiju] Total Industry Spent: [2237.87]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:493 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:493 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:493 STACK[Kaiju] Total Industry Spent: [2237.87]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:493 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:493 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:493 STACK[Kaiju] Total Industry Spent: [2237.87]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:527 STACKGameClientState_Turn_Main.

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

22:29:20:721 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:721 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:20:721 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:21:751 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:21:751 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:21:751 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:21:751 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:22:168 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:22:169 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:22:169 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:22:169 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:22:591 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:22:591 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:22:591 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:23:018 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:23:018 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:23:018 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:29:23:018 STACKThe construction 1214 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:24:570 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:30:24:570 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:30:28:486 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:30:28:486 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:30:30:214 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:30:396 STACKGameServerState_Turn_Begin.

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

22:30:33:029 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:053 STACKGameServerState_Turn_AI.

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

22:30:33:053 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:053 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:452 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:30:33:506 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:30:33:653 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:30:33:654 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:30:33:736 STACKGameServerState_Turn_Main.

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

22:30:33:785 STACKGameClientState_Turn_Begin.

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

22:30:33:785 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Total Industry Spent: [2531.12]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Total Industry Spent: [2531.12]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:785 STACK[Kaiju] Total Industry Spent: [2531.12]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:33:827 STACKGameClientState_Turn_Main.

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

22:30:34:002 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:34:002 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:34:002 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:060 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:060 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:060 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:060 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:493 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:493 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:493 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:493 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:493 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:919 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:919 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:35:919 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:36:330 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:36:330 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:30:36:330 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:03:884 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:41:453 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:31:41:453 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:31:42:165 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:42:367 STACKGameServerState_Turn_Begin.

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

22:31:44:976 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:001 STACKGameServerState_Turn_AI.

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

22:31:45:001 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:001 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:417 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:31:45:454 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:31:45:618 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:31:45:634 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:31:45:701 STACKGameServerState_Turn_Main.

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

22:31:45:757 STACKGameClientState_Turn_Begin.

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

22:31:45:757 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:757 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Total Industry Spent: [2721.13]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Total Industry Spent: [2721.13]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:758 STACK[Kaiju] Total Industry Spent: [2721.13]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:786 STACKGameClientState_Turn_Main.

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

22:31:45:986 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:986 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:986 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001040, Ticket: 00000251, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:986 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001041, Ticket: 00000252, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:986 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001042, Ticket: 00000253, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:986 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001043, Ticket: 00000254, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:45:986 STACKOrder preprocessing failed because the empire has not enough 'empire points' (amount required: -30).

    DepartmentOfTheInterior:AssimilateFactionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:056 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:056 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:056 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:056 STACKThe construction 1258 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:056 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000104D, Ticket: 0000025B, Class: EmpirePlanMilitary Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:057 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000104E, Ticket: 0000025C, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:057 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000104F, Ticket: 0000025D, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:057 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001050, Ticket: 0000025E, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:452 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:452 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:452 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:452 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001054, Ticket: 00000261, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:452 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001055, Ticket: 00000262, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:452 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001056, Ticket: 00000263, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:886 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:886 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:886 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:886 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000105A, Ticket: 00000265, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:886 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000105B, Ticket: 00000266, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:47:886 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000105C, Ticket: 00000267, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001064, Ticket: 00000269, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001065, Ticket: 0000026A, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001066, Ticket: 0000026B, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001067, Ticket: 0000026C, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:293 STACKThe construction 1266 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:701 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000106A, Ticket: 0000026F, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000106B, Ticket: 00000270, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000106C, Ticket: 00000271, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:48:702 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:31:54:874 STACKForce level 1 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:31:55:703 STACKForce level 0 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:31:58:506 STACKForce level 1 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:32:01:454 STACKForce level 1 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:32:02:187 STACKForce level 0 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:32:12:842 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001087, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:32:31:505 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:01:703 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:01:703 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:08:802 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:08:802 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:18:469 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:18:470 STACKTimeout: Tickables NeedTick: AICommanderMission_ExplorationDefault,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:18:859 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:19:047 STACKGameServerState_Turn_Begin.

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

22:35:21:510 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:21:548 STACKGameServerState_Turn_AI.

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

22:35:21:548 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:21:549 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:21:920 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:35:21:971 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:35:22:293 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:35:22:293 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:35:22:370 STACKGameServerState_Turn_Main.

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

22:35:22:426 STACKGameClientState_Turn_Begin.

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

22:35:22:426 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:426 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:426 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Total Industry Spent: [2885.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Total Industry Spent: [2885.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:427 STACK[Kaiju] Total Industry Spent: [2885.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:470 STACKGameClientState_Turn_Main.

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

22:35:22:653 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:653 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:22:653 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:23:697 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:23:697 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:23:697 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:112 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:112 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:112 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:112 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:112 STACKMinor faction (name: 'Delvers') has been assimilated by empire 4.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:528 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:528 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:528 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:528 STACKMinor faction (name: 'Birdhive') has been assimilated by empire 3.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:954 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:954 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:954 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:24:955 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:25:771 STACKDiplomatic relation between empire 0 and empire 1: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:25:771 STACKDiplomatic relation between empire 1 and empire 0: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:35:27:338 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:27:339 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:35:32:788 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:37:05:019 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:37:05:019 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:37:11:355 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:11:355 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_ExplorationDefault,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:11:729 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:12:043 STACKGameServerState_Turn_Begin.

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

22:37:14:545 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:14:581 STACKGameServerState_Turn_AI.

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

22:37:14:581 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:14:581 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:020 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:37:15:070 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:37:15:236 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:37:15:253 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:37:15:320 STACKGameServerState_Turn_Main.

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

22:37:15:557 STACKGameClientState_Turn_Begin.

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

22:37:15:557 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:557 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 16.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Total Industry Spent: [3106.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Total Industry Spent: [3106.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:558 STACK[Kaiju] Total Industry Spent: [3106.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:608 STACKGameClientState_Turn_Main.

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

22:37:15:778 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:778 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:778 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:15:778 STACK[AI] Send feedback OrbsStolenFeedbackNegative from empire 1 send to empire 0 at turn 21.

    CommunicationAIHelper:ThrowFeedback()
    CommunicationAIHelper:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:16:826 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:16:826 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:16:826 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:16:826 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:16:826 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:16:826 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:17:239 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:17:240 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:17:240 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:17:240 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:17:659 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:17:659 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:17:659 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:18:070 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:18:070 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:37:25:388 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:38:02:754 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:38:02:754 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:38:03:765 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:03:942 STACKGameServerState_Turn_Begin.

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

22:38:06:502 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:06:535 STACKGameServerState_Turn_AI.

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

22:38:06:535 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:06:535 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:06:939 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:38:06:972 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:38:07:171 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:38:07:171 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:38:07:255 STACKGameServerState_Turn_Main.

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

22:38:07:307 STACKGameClientState_Turn_Begin.

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

22:38:07:307 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:307 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:308 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 17.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:308 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:308 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:308 STACK[Kaiju] Total Industry Spent: [3324.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:308 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:308 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:308 STACK[Kaiju] Total Industry Spent: [3324.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:309 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:309 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:309 STACK[Kaiju] Total Industry Spent: [3324.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:354 STACKGameClientState_Turn_Main.

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

22:38:07:600 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:600 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:600 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:07:600 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001315, empire: 46, guid: 1323, level: 0

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:08:589 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:08:589 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:08:589 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:040 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:040 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:040 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:438 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:438 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:438 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:438 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:861 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:861 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:861 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:861 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:09:861 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:17:436 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:17:436 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:38:17:437 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:26:422 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:39:26:422 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:39:28:960 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:29:555 STACKGameServerState_Turn_Begin.

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

22:39:29:555 STACKSeason change: new season 'Summer', the new season will end at turn 26 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:29:555 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:088 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:119 STACKGameServerState_Turn_AI.

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

22:39:32:119 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:119 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:521 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:39:32:589 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:39:32:755 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:39:32:771 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:39:32:840 STACKGameServerState_Turn_Main.

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

22:39:32:908 STACKGameClientState_Turn_Begin.

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

22:39:32:908 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 18.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACK[Kaiju] Total Industry Spent: [3452.34]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:909 STACK[Kaiju] Total Industry Spent: [3452.34]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:910 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:910 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:910 STACK[Kaiju] Total Industry Spent: [3452.34]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:32:954 STACKGameClientState_Turn_Main.

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

22:39:33:211 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:33:211 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:33:211 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:33:211 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000138B, empire: 21, guid: 1335, level: 0

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:34:190 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:34:190 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:34:190 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:34:792 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:34:792 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:224 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:224 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:224 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:224 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:224 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:430 STACKGotoAndAttack Preprocessor. Attacker=504, Defender=1323.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:430 STACKOrder preprocessing failed because the defender is moving. Attacker=504, Defender=1323.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:642 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:642 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:642 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:642 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:39:35:642 STACKThe construction 1305 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:48:090 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:40:48:090 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:40:50:897 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:50:898 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:50:898 STACK[Desync] 'PointOfInterest#403' has been reattached to 'City#899' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:51:098 STACKGameServerState_Turn_Begin.

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

22:40:53:706 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:53:734 STACKGameServerState_Turn_AI.

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

22:40:53:734 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:53:734 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:121 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:40:54:171 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:40:54:341 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:40:54:341 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:40:54:404 STACKGameServerState_Turn_Main.

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

22:40:54:456 STACKGameClientState_Turn_Begin.

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

22:40:54:456 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 19.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACK[Kaiju] Total Industry Spent: [3667.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACK[Kaiju] Total Industry Spent: [3667.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:457 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:458 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:458 STACK[Kaiju] Total Industry Spent: [3667.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:499 STACKGameClientState_Turn_Main.

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

22:40:54:688 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:688 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:54:688 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:55:755 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:55:755 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:55:755 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:55:755 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:373 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:374 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:374 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:374 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:374 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:374 STACKThe construction 1317 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:797 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:56:797 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:57:197 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:57:198 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:57:198 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:40:57:640 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:40:57:640 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:41:07:708 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:41:07:708 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:41:09:875 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:10:064 STACKGameServerState_Turn_Begin.

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

22:41:12:713 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:12:745 STACKGameServerState_Turn_AI.

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

22:41:12:745 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:12:745 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:121 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:41:13:171 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:41:13:371 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:41:13:388 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:41:13:455 STACKGameServerState_Turn_Main.

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

22:41:13:520 STACKGameClientState_Turn_Begin.

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

22:41:13:520 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:520 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:520 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 20.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:520 STACKAction failed getting the targeted Army

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Total Industry Spent: [3893.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Total Industry Spent: [3893.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:521 STACK[Kaiju] Total Industry Spent: [3893.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:571 STACKGameClientState_Turn_Main.

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

22:41:13:746 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:746 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:746 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:746 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000014D9, empire: 40, guid: 1351, level: 0

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:13:907 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000014DB, empire: 27, guid: 1355, level: 0

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:14:791 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:14:791 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:14:791 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:15:423 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:15:423 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:15:423 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:15:825 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:15:825 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:15:825 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:15:825 STACKThe construction 1342 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:16:243 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:16:243 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:16:243 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:16:243 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:41:16:656 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:05:955 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:42:05:955 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:42:08:688 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:08:986 STACKGameServerState_Turn_Begin.

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

22:42:08:986 STACKSeason change: new season 'HeatWave', the new season will end at turn 32 (duration: 5 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:197 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:197 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:198 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:199 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:200 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:201 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:202 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:203 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:09:203 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:206 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:234 STACKGameServerState_Turn_AI.

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

22:42:12:234 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:234 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:607 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:42:12:656 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:42:12:839 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:42:12:840 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:42:12:906 STACKGameServerState_Turn_Main.

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

22:42:12:985 STACKGameClientState_Turn_Begin.

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

22:42:12:985 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:985 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Total Industry Spent: [4138.54]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Total Industry Spent: [4138.54]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:12:986 STACK[Kaiju] Total Industry Spent: [4138.54]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:13:036 STACKGameClientState_Turn_Main.

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

22:42:13:227 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:13:227 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:13:227 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:243 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:243 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:243 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:243 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:874 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:874 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:874 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:875 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:14:875 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:15:276 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:15:276 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:15:276 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:15:708 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:15:708 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:15:708 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:50:394 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:42:50:395 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:42:57:460 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:42:57:460 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:42:58:114 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:58:114 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:58:114 STACK[Desync] 'PointOfInterest#408' has been reattached to 'City#899' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:42:58:312 STACKGameServerState_Turn_Begin.

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

22:43:00:671 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:00:711 STACKGameServerState_Turn_AI.

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

22:43:00:712 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:00:712 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:121 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:01:171 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:01:354 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:01:354 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:01:437 STACKGameServerState_Turn_Main.

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

22:43:01:514 STACKGameClientState_Turn_Begin.

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

22:43:01:514 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 16.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:514 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:514 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:515 STACK[Kaiju] Total Industry Spent: [4365.69]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:515 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:515 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:515 STACK[Kaiju] Total Industry Spent: [4365.69]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:515 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:515 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:515 STACK[Kaiju] Total Industry Spent: [4365.69]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:549 STACKGameClientState_Turn_Main.

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

22:43:01:738 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:738 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:01:739 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:03:163 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:03:163 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:03:163 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:03:792 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:03:792 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:03:792 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:03:792 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:04:206 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:04:206 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:04:206 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:04:206 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:04:628 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:04:628 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:04:628 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:52:874 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:43:52:874 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:43:53:848 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:54:049 STACKGameServerState_Turn_Begin.

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

22:43:56:479 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:56:516 STACKGameServerState_Turn_AI.

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

22:43:56:516 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:56:516 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:56:891 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:56:940 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:57:140 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:57:140 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:43:57:207 STACKGameServerState_Turn_Main.

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

22:43:57:287 STACKGameClientState_Turn_Begin.

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

22:43:57:287 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 17.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Total Industry Spent: [4545.74]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Total Industry Spent: [4545.74]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:287 STACK[Kaiju] Total Industry Spent: [4545.74]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:347 STACKGameClientState_Turn_Main.

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

22:43:57:625 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:626 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:57:626 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:58:643 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:58:644 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:58:644 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:287 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:287 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:303 STACKThe construction 1360 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:695 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:695 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:695 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:695 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:43:59:695 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:44:00:112 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:44:00:112 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:44:00:112 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:44:37:202 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:45:17:997 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:52:026 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:45:52:026 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:45:53:805 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:53:805 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:53:805 STACK[Desync] 'PointOfInterest#388' has been reattached to 'City#899' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:53:805 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:53:805 STACK[Desync] 'PointOfInterest#393' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:024 STACKGameServerState_Turn_Begin.

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

22:45:54:024 STACK[Quest] Adding global quest variable: $Device1 = 1456 for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:024 STACK[Quest] Adding global quest variable: $Device2 = 1457 for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:024 STACK[Quest] Adding global quest variable: $Device3 = 1458 for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device1 = 1460 for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device2 = 1461 for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device3 = 1462 for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device1 = 1464 for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device2 = 1465 for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device3 = 1466 for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device1 = 1468 for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:025 STACK[Quest] Adding global quest variable: $Device2 = 1469 for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device3 = 1470 for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device1 = 1472 for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device2 = 1473 for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device3 = 1474 for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device1 = 1476 for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device2 = 1477 for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device3 = 1478 for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device1 = 1480 for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:026 STACK[Quest] Adding global quest variable: $Device2 = 1481 for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:027 STACK[Quest] Adding global quest variable: $Device3 = 1482 for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:027 STACK[Quest] Adding global quest variable: $Device1 = 1484 for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:027 STACK[Quest] Adding global quest variable: $Device2 = 1485 for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:027 STACK[Quest] Adding global quest variable: $Device3 = 1486 for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:469 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:470 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:470 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:470 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:470 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:470 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:470 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:471 STACK[Quest] Adding global quest variable: $Device1 = TerraformDevice for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:570 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:570 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:570 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:570 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:570 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:571 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:571 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:571 STACK[Quest] Adding global quest variable: $Device2 = TerraformDevice for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:631 STACK[Quest] Adding global quest variable: $Device3 = TerraformDevice for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_TerraformDevicePlaced:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:54:677 STACK[Quest] Applying quest world effect QuestWorldEffect#0011 for -1 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:57:008 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:57:037 STACKGameServerState_Turn_AI.

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

22:45:57:037 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:57:037 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:57:439 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:45:57:711 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:45:57:926 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:45:57:926 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:45:57:993 STACKGameServerState_Turn_Main.

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

22:45:58:074 STACKGameClientState_Turn_Begin.

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

22:45:58:074 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 18.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Total Industry Spent: [4764.74]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Total Industry Spent: [4764.74]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:075 STACK[Kaiju] Total Industry Spent: [4764.74]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:126 STACKGameClientState_Turn_Main.

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

22:45:58:392 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:392 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:392 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000017E9, empire: 49, guid: 1523, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:58:425 STACKMinor faction (name: 'Hurnas') has been assimilated by empire 7.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:59:555 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:59:555 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:45:59:965 STACKLOCKING: AICommanderMission_ColonizationDefault tries to recruit Army assigned to AICommanderMission_BailToCity

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:195 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:195 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:195 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:595 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:595 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:595 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:00:595 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:01:028 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:01:028 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:46:01:028 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:47:24:857 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:47:26:001 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:001 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:001 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 1532, level: 0.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:001 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:001 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:001 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 1533, level: 0.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:001 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:001 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:47:26:002 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001845, empire: 53, guid: 1532, level: 0

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:47:26:060 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001847, empire: 53, guid: 1533, level: 0

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:19:043 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:48:19:043 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:48:24:843 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:24:843 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:24:843 STACK[Desync] 'PointOfInterest#76' has been reattached to 'City#856' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:25:119 STACKGameServerState_Turn_Begin.

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

22:48:27:682 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:27:712 STACKGameServerState_Turn_AI.

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

22:48:27:712 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:27:712 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:108 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:48:28:175 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:48:28:358 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:48:28:375 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:48:28:458 STACKGameServerState_Turn_Main.

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

22:48:28:530 STACKGameClientState_Turn_Begin.

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

22:48:28:530 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 19.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Total Industry Spent: [4979.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Total Industry Spent: [4979.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:531 STACK[Kaiju] Total Industry Spent: [4979.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:621 STACKGameClientState_Turn_Main.

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

22:48:28:779 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:780 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:780 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:28:780 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000018AA, empire: 13, guid: 1566, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:29:794 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:29:999 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:29:999 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:29:999 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:30:612 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:30:612 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:30:612 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:246 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:246 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:246 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:246 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:863 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:863 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:863 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:31:863 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:48:35:459 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

22:48:43:274 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:26:242 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:49:26:243 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:49:35:007 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:35:008 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:35:400 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:35:400 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:35:400 STACK[Desync] 'PointOfInterest#343' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:35:594 STACKGameServerState_Turn_Begin.

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

22:49:38:153 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:38:178 STACKGameServerState_Turn_AI.

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

22:49:38:178 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:38:179 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:38:590 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:49:38:657 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:49:38:857 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:49:38:857 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:49:38:941 STACKGameServerState_Turn_Main.

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

22:49:39:023 STACKGameClientState_Turn_Begin.

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

22:49:39:024 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 20.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACKAction failed getting the targeted Army

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Total Industry Spent: [5262.14]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Total Industry Spent: [5262.14]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:024 STACK[Kaiju] Total Industry Spent: [5262.14]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:085 STACKGameClientState_Turn_Main.

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

22:49:39:247 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:247 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:39:247 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:40:320 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:40:751 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:40:751 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:40:751 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:41:577 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:41:577 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:41:577 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:41:577 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:190 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:190 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:190 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:190 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:191 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:819 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:819 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:49:42:819 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:08:392 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:50:08:392 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:50:10:326 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:10:326 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:10:326 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:10:326 STACK[Desync] 'PointOfInterest#21' has been reattached to 'City#856' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:10:616 STACKGameServerState_Turn_Begin.

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

22:50:10:616 STACKSeason change: new season 'Summer', the new season will end at turn 43 (duration: 10 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:10:998 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:13:601 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:13:634 STACKGameServerState_Turn_AI.

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

22:50:13:634 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:13:634 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:023 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:14:073 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:14:273 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:14:273 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:14:355 STACKGameServerState_Turn_Main.

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

22:50:14:592 STACKGameClientState_Turn_Begin.

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

22:50:14:592 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:592 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:592 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:592 STACK[Kaiju] Total Industry Spent: [5484.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:592 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:593 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:593 STACK[Kaiju] Total Industry Spent: [5484.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:593 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:593 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:593 STACK[Kaiju] Total Industry Spent: [5484.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:687 STACKGameClientState_Turn_Main.

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

22:50:14:840 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:840 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:840 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:14:840 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001A9E, empire: 39, guid: 1588, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:15:856 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:16:260 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:16:260 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:16:260 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:092 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:092 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:092 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:707 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:707 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:707 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:707 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:707 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:17:708 STACKThe construction 1581 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:18:335 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:18:335 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:18:335 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:18:335 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:30:491 STACKPreprocessor failed because the transition between (46,21) and (48,21) is impossible for army 484.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:41:275 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:41:275 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:41:275 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:46:307 STACKRegister new contract DiplomaticContract 1594 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:54:175 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:50:54:175 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:50:54:842 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:54:842 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:54:842 STACK[Desync] 'PointOfInterest#390' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:55:027 STACKGameServerState_Turn_Begin.

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

22:50:57:729 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:57:753 STACKGameServerState_Turn_AI.

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

22:50:57:753 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:57:754 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:156 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:58:223 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:58:441 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:58:441 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:50:58:539 STACKGameServerState_Turn_Main.

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

22:50:58:590 STACKGameClientState_Turn_Begin.

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

22:50:58:590 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Total Industry Spent: [5739.64]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Total Industry Spent: [5739.64]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:591 STACK[Kaiju] Total Industry Spent: [5739.64]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:631 STACKGameClientState_Turn_Main.

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

22:50:58:811 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:811 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:58:811 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:50:59:971 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:00:056 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:00:057 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:00:057 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:00:894 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:00:894 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:00:894 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:00:894 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:01:526 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:01:526 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:01:526 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:01:526 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:01:526 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:02:160 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:02:160 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:02:160 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:03:074 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

22:51:08:010 STACKGotoAndAttack Preprocessor. Attacker=484, Defender=1434.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:08:030 STACKArmyGoToAndAttackInstruction: lock target 1434.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:08:223 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ColonizationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:08:224 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ColonizationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:08:224 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetTargetInRange:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ColonizationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:08:224 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ColonizationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:09:828 STACKArmyGoToAndAttackInstruction: Attack target: 1434

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:09:828 STACKArmyGoToAndAttackInstruction: Unlock target 1434.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:51:19:277 STACKNot enough action points.

    Army:HasEnoughActionPoint(System.Reflection.ParameterInfo)
    ArmyWorldCursor:ValidatePath()
    ArmyWorldCursor:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

22:52:28:147 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:52:28:147 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:52:29:092 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:29:382 STACKGameServerState_Turn_Begin.

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

22:52:32:145 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:32:173 STACKGameServerState_Turn_AI.

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

22:52:32:173 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:32:174 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:32:591 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:52:32:640 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:52:32:907 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:52:32:907 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:52:33:007 STACKGameServerState_Turn_Main.

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

22:52:33:065 STACKGameClientState_Turn_Begin.

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

22:52:33:065 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Total Industry Spent: [5986.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Total Industry Spent: [5986.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:065 STACK[Kaiju] Total Industry Spent: [5986.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:099 STACKGameClientState_Turn_Main.

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

22:52:33:294 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:294 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:33:294 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:34:324 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:34:530 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:34:530 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:34:530 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:150 STACKGotoAndAttack Preprocessor. Attacker=1323, Defender=504.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:150 STACKOrder preprocessing failed because the defender is moving. Attacker=1323, Defender=504.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:356 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:356 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:356 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:357 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:357 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:980 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:980 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:980 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:980 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:35:980 STACKThe construction 1602 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:36:590 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:36:591 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:36:591 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:36:591 STACKThe construction 1592 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:52:37:578 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

22:52:37:579 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

22:53:04:058 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:53:04:058 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:53:07:777 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:07:970 STACKGameServerState_Turn_Begin.

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

22:53:10:484 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:10:512 STACKGameServerState_Turn_AI.

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

22:53:10:512 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:10:512 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:10:907 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:53:11:007 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:53:11:423 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:53:11:440 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:53:11:530 STACKGameServerState_Turn_Main.

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

22:53:11:606 STACKGameClientState_Turn_Begin.

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

22:53:11:606 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:606 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:606 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:607 STACK[Kaiju] Total Industry Spent: [6265.54]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:607 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:607 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:607 STACK[Kaiju] Total Industry Spent: [6265.54]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:607 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:607 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:607 STACK[Kaiju] Total Industry Spent: [6265.54]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:642 STACKGameClientState_Turn_Main.

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

22:53:11:846 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:847 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:847 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:847 STACK[AI] Send feedback AggressionDuringColdWarFeedbackNegative from empire 1 send to empire 0 at turn 35.

    CommunicationAIHelper:ThrowFeedback()
    CommunicationAIHelper:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:847 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001D44, empire: 48, guid: 1628, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:11:847 STACKThe construction 1610 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:13:301 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:13:301 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:13:301 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:14:121 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:14:122 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:14:746 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:14:746 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:14:746 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:14:747 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:15:363 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:15:363 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:15:363 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:15:986 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:15:986 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:15:986 STACKMinor faction (name: 'SistersOfMercy') has been assimilated by empire 1.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:721 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:721 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:760 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

22:53:17:792 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:792 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:865 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:901 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:901 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:901 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:901 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:901 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_CanDefeatTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:901 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectCreepingNodeTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:902 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:902 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:17:902 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:DoExecute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission_Garrison:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:53:36:241 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:06:578 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:06:578 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:09:179 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:09:179 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:14:512 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:14:512 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:15:065 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:15:257 STACKGameServerState_Turn_Begin.

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

22:56:17:811 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:17:842 STACKGameServerState_Turn_AI.

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

22:56:17:843 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:17:843 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:258 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:18:341 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:18:542 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:18:558 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:18:659 STACKGameServerState_Turn_Main.

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

22:56:18:709 STACKGameClientState_Turn_Begin.

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

22:56:18:709 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Total Industry Spent: [6540.44]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Total Industry Spent: [6540.44]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:709 STACK[Kaiju] Total Industry Spent: [6540.44]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:738 STACKGameClientState_Turn_Main.

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

22:56:18:932 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:932 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:932 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:932 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:932 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:18:932 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:20:174 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:20:174 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:20:175 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:20:797 STACKGotoAndAttack Preprocessor. Attacker=1628, Defender=499.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:20:797 STACKOrder preprocessing failed because the defender is moving. Attacker=1628, Defender=499.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:009 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:009 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:010 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:010 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:611 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:612 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:612 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:612 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:21:612 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:22:225 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:22:225 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:22:225 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:22:626 STACKGotoAndAttack Preprocessor. Attacker=1628, Defender=499.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:22:626 STACKOrder preprocessing failed because the defender is moving. Attacker=1628, Defender=499.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:24:378 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

22:56:26:876 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

22:56:37:892 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:37:893 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:56:39:688 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:40:165 STACKGameServerState_Turn_Begin.

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

22:56:42:804 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:42:833 STACKGameServerState_Turn_AI.

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

22:56:42:833 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:42:833 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:243 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:43:358 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:43:545 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:43:545 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:56:43:624 STACKGameServerState_Turn_Main.

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

22:56:43:684 STACKGameClientState_Turn_Begin.

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

22:56:43:684 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:684 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:684 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:684 STACK[Kaiju] Total Industry Spent: [6794.59]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:685 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:685 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:685 STACK[Kaiju] Total Industry Spent: [6794.59]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:685 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:685 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:685 STACK[Kaiju] Total Industry Spent: [6794.59]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:710 STACKGameClientState_Turn_Main.

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

22:56:43:993 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:993 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:993 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:43:993 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000202D, empire: 32, guid: 1653, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:44:018 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000202F, empire: 28, guid: 1657, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:44:123 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002032, empire: 11, guid: 1662, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:44:143 STACKThe construction 1642 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:45:389 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:45:389 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:45:390 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:217 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:218 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:218 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:218 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:218 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:218 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:845 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:846 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:846 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:846 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:46:846 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:47:475 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:47:475 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:48:079 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:56:48:080 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:57:24:671 STACKGotoAndAttack Preprocessor. Attacker=484, Defender=1532.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:57:24:691 STACKArmyGoToAndAttackInstruction: lock target 1532.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:57:27:691 STACKArmyGoToAndAttackInstruction: Attack target: 1532

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:57:27:691 STACKArmyGoToAndAttackInstruction: Unlock target 1532.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:57:31:594 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:59:10:644 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:59:10:644 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:59:25:527 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:59:25:527 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:59:26:314 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:26:499 STACKGameServerState_Turn_Begin.

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

22:59:28:953 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:28:977 STACKGameServerState_Turn_AI.

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

22:59:28:977 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:28:977 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:342 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:59:29:426 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:59:29:642 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:59:29:642 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

22:59:29:725 STACKGameServerState_Turn_Main.

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

22:59:29:778 STACKGameClientState_Turn_Begin.

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

22:59:29:778 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:778 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:778 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:778 STACK[Kaiju] Total Industry Spent: [7032.351]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:779 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:779 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:779 STACK[Kaiju] Total Industry Spent: [7032.351]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:779 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:779 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:779 STACK[Kaiju] Total Industry Spent: [7032.351]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:29:802 STACKGameClientState_Turn_Main.

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

22:59:30:012 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:30:012 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:30:012 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:31:048 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=603 for GenericCommander Priority 0.174275

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:31:267 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:31:267 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:32:108 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:32:109 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:32:109 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:32:782 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:32:782 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:32:783 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:33:356 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:33:356 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:33:986 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:33:986 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:33:986 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:33:986 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfEducation:CreateHero(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:33:986 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfEducation:CreateHero(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:54:394 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:59:54:395 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

22:59:59:572 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:59:572 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

22:59:59:931 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:00:232 STACKGameServerState_Turn_Begin.

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

23:00:02:878 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:02:908 STACKGameServerState_Turn_AI.

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

23:00:02:908 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:02:908 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:309 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:00:03:409 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:00:03:461 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionEvaluation:GenerateDistrictProxy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionEvaluation:GetWorldPositionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionEvaluation:ComputeExpansionScoreAtPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionEvaluation:ComputeColonizationScoreAtPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionEvaluation:GetWorldPositionColonizationScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_Colonization:SelectPositionToColonize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_Colonization:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:00:03:693 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:00:03:693 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:00:03:776 STACKGameServerState_Turn_Main.

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

23:00:03:844 STACKGameClientState_Turn_Begin.

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

23:00:03:844 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Kaiju Empire [Kazar] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Kaiju Empire [Kazar] Industry needed to Spawn: [7200]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Total Industry Spent: [7304.06]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Total Industry Spent: [7304.06]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:845 STACK[Kaiju] Total Industry Spent: [7304.06]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:03:896 STACKGameClientState_Turn_Main.

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

23:00:04:276 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:04:276 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:04:276 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:04:276 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002232, Ticket: 000007BF, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:04:276 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002233, Ticket: 000007C0, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:04:276 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002234, Ticket: 000007C1, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:04:276 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002235, Ticket: 000007C2, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:05:532 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:05:532 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:05:532 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:05:532 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002251, Ticket: 000007D2, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:05:532 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002252, Ticket: 000007D3, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:05:532 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002253, Ticket: 000007D4, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:05:532 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002254, Ticket: 000007D5, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002264, Ticket: 000007DA, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002265, Ticket: 000007DB, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002266, Ticket: 000007DC, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002267, Ticket: 000007DD, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:385 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:998 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:998 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:998 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:998 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002273, Ticket: 000007E6, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:998 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002274, Ticket: 000007E7, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:998 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002275, Ticket: 000007E8, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:06:998 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002276, Ticket: 000007E9, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:07:634 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:07:634 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:07:634 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000227D, Ticket: 000007ED, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:07:634 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000227E, Ticket: 000007EE, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:07:635 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000227F, Ticket: 000007EF, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:259 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:259 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:259 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:277 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002289, Ticket: 000007F6, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:277 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000228A, Ticket: 000007F7, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:277 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000228B, Ticket: 000007F8, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:277 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:277 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:277 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:08:530 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:00:08:530 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:00:12:660 STACKForce level 0 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:00:13:347 STACKForce level 1 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:00:16:468 STACKForce level 2 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:00:20:528 STACKForce level 1 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:00:21:852 STACKForce level 2 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:00:31:753 STACKForce level 1 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:00:40:791 STACKMinor faction (name: 'Birdhive') has been assimilated by empire 0.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:51:600 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000234E, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:51:600 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000234F, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:00:55:095 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:00:55:096 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:01:10:561 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:01:10:561 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:01:15:992 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:15:992 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:16:381 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:16:585 STACKGameServerState_Turn_Begin.

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

23:01:19:252 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:19:286 STACKGameServerState_Turn_AI.

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

23:01:19:286 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:19:286 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:19:693 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:01:19:810 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:01:20:060 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:01:20:060 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:01:20:143 STACKGameServerState_Turn_Main.

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

23:01:20:206 STACKGameClientState_Turn_Begin.

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

23:01:20:206 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:206 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:206 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:206 STACK[Kaiju] Total Industry Spent: [7538.42]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:206 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:206 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:206 STACK[Kaiju] Total Industry Spent: [7538.42]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:261 STACKGameClientState_Turn_Main.

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

23:01:20:261 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:261 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:533 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:533 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:533 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:20:533 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000023C7, empire: 23, guid: 1741, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:21:913 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:21:913 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:21:914 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:22:526 STACKGotoAndAttack Preprocessor. Attacker=1323, Defender=504.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:22:527 STACKOrder preprocessing failed because the defender is moving. Attacker=1323, Defender=504.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:22:729 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:22:729 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:22:729 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:350 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:350 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:350 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:984 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:984 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:984 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:984 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:23:984 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:24:611 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:24:611 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:01:24:611 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:17:047 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:17:047 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:02:22:212 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:22:212 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,AICommanderMission_ExplorationDefault,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:22:628 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:22:973 STACKGameServerState_Turn_Begin.

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

23:02:25:759 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:25:788 STACKGameServerState_Turn_AI.

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

23:02:25:789 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:25:789 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:193 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:02:26:276 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:02:26:326 STACKAI don't want to research technology TechnologyDefinitionConstructionBuyout anymore. AI now wants technology TechnologyDefinitionArmySize1.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:02:26:510 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:02:26:526 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:02:26:610 STACKGameServerState_Turn_Main.

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

23:02:26:666 STACKGameClientState_Turn_Begin.

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

23:02:26:666 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:666 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:667 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:667 STACK[Kaiju] Total Industry Spent: [7765.48]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:667 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:667 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:667 STACK[Kaiju] Total Industry Spent: [7765.48]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:748 STACKGameClientState_Turn_Main.

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

23:02:26:748 STACK[Quest] Removing quest world effect: QuestWorldEffect#0011

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:892 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:892 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:26:892 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:28:340 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:28:340 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:28:340 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:29:176 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:29:176 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:29:176 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:015 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:015 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:015 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:015 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:015 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:628 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:628 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:30:628 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:02:31:243 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:03:35:016 STACKGotoAndAttack Preprocessor. Attacker=484, Defender=489.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:04:11:628 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:04:11:628 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:05:26:800 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:05:26:800 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:05:33:167 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:33:168 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:33:581 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:33:581 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:33:581 STACK[Desync] 'PointOfInterest#132' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:33:581 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:33:773 STACKGameServerState_Turn_Begin.

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

23:05:36:459 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:36:481 STACKGameServerState_Turn_AI.

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

23:05:36:481 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:36:482 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:36:913 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:05:37:014 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:05:37:262 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:05:37:262 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:05:37:344 STACKGameServerState_Turn_Main.

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

23:05:37:395 STACKGameClientState_Turn_Begin.

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

23:05:37:395 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:395 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:395 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:395 STACK[Kaiju] Total Industry Spent: [8149.22]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:395 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:395 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:395 STACK[Kaiju] Total Industry Spent: [8149.22]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:656 STACKGameClientState_Turn_Main.

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

23:05:37:656 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)
    Kaiju:ChangeToGarrisonMode(System.Reflection.ParameterInfo)
    KaijuCouncil:SpawnKaiju(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:656 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)
    KaijuEmpire:AddKaiju(System.Reflection.ParameterInfo)
    KaijuCouncil:SpawnKaiju(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:690 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:37:690 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:39:159 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:39:160 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:39:160 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:40:039 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:40:039 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:40:951 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:40:951 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:41:518 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:41:518 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:41:518 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:41:539 STACKCannot set active quest (name: 'SideQuestPOI#0002') because it is no longer in progress (state: 'Completed')

    QuestJournal:set_ActiveQuest(System.Reflection.ParameterInfo)
    QuestJournal:Complete(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:41:774 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:05:42:143 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:42:143 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:42:143 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:42:420 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:05:54:163 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:54:163 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:54:163 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:59:030 STACKGotoAndAttack Preprocessor. Attacker=489, Defender=484.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:05:59:030 STACKOrder preprocessing failed because the defender is moving. Attacker=489, Defender=484.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:06:00:294 STACKGotoAndAttack Preprocessor. Attacker=489, Defender=484.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:06:00:315 STACKArmyGoToAndAttackInstruction: lock target 484.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:06:02:320 STACKArmyGoToAndAttackInstruction: Attack target: 484

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:06:02:320 STACKArmyGoToAndAttackInstruction: Unlock target 484.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:06:08:577 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:09:27:629 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:09:27:629 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:09:32:886 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:32:886 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,AICommanderMission_ExplorationDefault,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:33:296 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:33:296 STACKpointOfInterest.SwapDescriptor from AffinityMappingVaulters to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:33:296 STACK[Desync] 'PointOfInterest#146' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:33:296 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:33:296 STACK[Desync] 'PointOfInterest#231' has been reattached to 'City#867' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:33:721 STACKGameServerState_Turn_Begin.

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

23:09:33:721 STACKSeason change: new season 'Winter', the new season will end at turn 48 (duration: 4 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:33:721 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:37:111 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:37:140 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:37:165 STACKGameServerState_Turn_AI.

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

23:09:37:165 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:37:165 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:37:563 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:09:37:663 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:09:37:730 STACKAI don't want to research technology TechnologyDefinitionArmySize1 anymore. AI now wants technology TechnologyDefinitionConstructionBuyout.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:09:38:127 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:09:38:141 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:09:38:280 STACKGameServerState_Turn_Main.

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

23:09:38:344 STACKGameClientState_Turn_Begin.

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

23:09:38:344 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:344 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:344 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:344 STACK[Kaiju] Total Industry Spent: [8520.261]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:344 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:344 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:344 STACK[Kaiju] Total Industry Spent: [8520.261]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:401 STACKGameClientState_Turn_Main.

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

23:09:38:598 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:598 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000290C, empire: 29, guid: 1803, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:38:628 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000290E, empire: 10, guid: 1807, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:057 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:057 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:057 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:057 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:057 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:899 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:899 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:40:899 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:41:527 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:41:527 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:41:527 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:155 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:155 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:155 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:792 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:792 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:792 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:792 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:792 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:42:792 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:09:43:670 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:10:07:231 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:10:07:231 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:10:13:064 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:13:064 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:13:439 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:13:664 STACKGameServerState_Turn_Begin.

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

23:10:16:279 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:16:302 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:16:326 STACKGameServerState_Turn_AI.

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

23:10:16:327 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:16:327 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:16:699 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:10:16:795 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:10:17:062 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:10:17:078 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:10:17:179 STACKGameServerState_Turn_Main.

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

23:10:17:230 STACKGameClientState_Turn_Begin.

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

23:10:17:230 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:230 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:230 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:230 STACK[Kaiju] Total Industry Spent: [8800.501]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:230 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:230 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:230 STACK[Kaiju] Total Industry Spent: [8800.501]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:265 STACKGameClientState_Turn_Main.

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

23:10:17:479 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:479 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:17:480 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:18:922 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:18:923 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:18:923 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:19:745 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:19:745 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:19:745 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:20:575 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:20:575 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:20:575 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:21:427 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:21:428 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:22:039 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:22:039 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:22:039 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:10:50:763 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:10:50:763 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:11:00:212 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:00:212 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:01:792 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:02:297 STACKGameServerState_Turn_Begin.

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

23:11:04:828 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:04:857 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:04:890 STACKGameServerState_Turn_AI.

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

23:11:04:890 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:04:890 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:279 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:05:396 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:05:662 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:05:662 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:05:762 STACKGameServerState_Turn_Main.

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

23:11:05:830 STACKGameClientState_Turn_Begin.

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

23:11:05:830 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:830 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:830 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:830 STACK[Kaiju] Total Industry Spent: [9091.391]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:830 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:830 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:830 STACK[Kaiju] Total Industry Spent: [9091.391]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:05:893 STACKGameClientState_Turn_Main.

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

23:11:06:050 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:06:050 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:06:050 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:07:516 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:07:517 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:07:517 STACKThe construction 1851 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:08:361 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:08:361 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:08:361 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:09:291 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:09:291 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:09:291 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:10:157 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:10:157 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:10:973 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:10:973 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:10:973 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:16:184 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:11:16:184 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:11:23:481 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:23:481 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:23:870 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:24:098 STACKGameServerState_Turn_Begin.

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

23:11:26:656 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:26:679 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:26:709 STACKGameServerState_Turn_AI.

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

23:11:26:709 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:26:709 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:116 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:27:229 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:27:680 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:27:695 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:11:27:784 STACKGameServerState_Turn_Main.

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

23:11:27:853 STACKGameClientState_Turn_Begin.

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

23:11:27:853 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 16.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:853 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:853 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:853 STACK[Kaiju] Total Industry Spent: [9452.53]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:853 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:853 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:853 STACK[Kaiju] Total Industry Spent: [9452.53]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:27:939 STACKGameClientState_Turn_Main.

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

23:11:28:086 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:28:086 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:28:086 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:28:086 STACKThe construction 1815 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:28:761 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:11:29:554 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:29:554 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:30:400 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:30:401 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:30:401 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:31:228 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:31:228 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:31:228 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:31:846 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:31:846 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:31:846 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:32:479 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:32:479 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:11:32:479 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:22:988 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:14:22:988 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:14:38:568 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:14:38:568 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:14:44:896 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:44:896 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:45:472 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:45:880 STACKGameServerState_Turn_Begin.

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

23:14:48:476 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:48:505 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:48:529 STACKGameServerState_Turn_AI.

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

23:14:48:529 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:48:529 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:48:948 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:14:49:048 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:14:49:315 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:14:49:331 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:14:49:416 STACKGameServerState_Turn_Main.

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

23:14:49:474 STACKGameClientState_Turn_Begin.

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

23:14:49:474 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 17.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:474 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:474 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:474 STACK[Kaiju] Total Industry Spent: [9734.779]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:474 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:474 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:474 STACK[Kaiju] Total Industry Spent: [9734.779]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:529 STACKGameClientState_Turn_Main.

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

23:14:49:713 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:713 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:49:713 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:50:875 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:14:50:991 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_Pacification=1040 for GenericCommander Priority 0.1851657

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:51:189 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:51:189 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:51:189 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:51:189 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:108 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:108 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:109 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:131 STACKThe construction 1777 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:131 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:131 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:131 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:746 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:747 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:747 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:747 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectCityLookAtToInfiltrate:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:747 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:747 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_CanDefeatTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:747 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectCreepingNodeTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:747 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRegionBorderPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_ExplorationDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:970 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:970 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:52:970 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:591 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:591 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:53:591 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:54:216 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:54:216 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:14:57:046 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:15:52:707 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:15:52:707 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:15:58:707 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:58:707 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:59:094 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:59:095 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:59:095 STACK[Desync] 'PointOfInterest#34' has been reattached to 'City#856' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:59:095 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:59:095 STACK[Desync] 'PointOfInterest#108' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:59:665 STACKGameServerState_Turn_Begin.

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

23:15:59:666 STACKSeason change: new season 'Summer', the new season will end at turn 58 (duration: 9 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:15:59:666 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:02:445 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:02:470 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:02:497 STACKGameServerState_Turn_AI.

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

23:16:02:497 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:02:497 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:02:864 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:16:02:965 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:16:03:014 STACKAI don't want to research technology TechnologyDefinitionArmySize1 anymore. AI now wants technology TechnologyDefinitionIndustry2.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:16:03:248 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:16:03:266 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:16:03:367 STACKGameServerState_Turn_Main.

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

23:16:03:447 STACKGameClientState_Turn_Begin.

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

23:16:03:447 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 18.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:447 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:447 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:447 STACK[Kaiju] Total Industry Spent: [10020.02]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:447 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:447 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:447 STACK[Kaiju] Total Industry Spent: [10020.02]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:513 STACKGameClientState_Turn_Main.

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

23:16:03:673 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:673 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:03:673 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:05:146 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:05:146 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:06:021 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:06:021 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:06:974 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:06:974 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:06:974 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:07:696 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:07:696 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:07:696 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:07:696 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:07:696 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:07:696 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:08:331 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:08:331 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:08:331 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:16:50:782 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:16:50:782 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:17:12:274 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:17:12:274 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:17:17:748 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:17:749 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:124 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:399 STACKGameServerState_Turn_Begin.

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

23:17:18:399 STACK[EGO] Qua'usk has 3 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:399 STACK[EGO] Zadde has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:399 STACK[EGO] The Lookout Islands has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Strard has 3 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Aldodev has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Moch has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Himun has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] The Boiling Peaks has 3 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Almed has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Shiamere has 4 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Shadonn has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Endigir has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Karrandar has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Sipuan has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Mapaa has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Marebond has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Trenwin has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:400 STACK[EGO] Agai has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Trode has 3 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Darklands has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Sliq has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Ataiu has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Kentamys has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] O'Irenth has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Dhoyach has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Omgar has 3 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Dardogar has 4 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Manyur has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Worimer has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Ormn has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Aduran has 3 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Valdaea has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:401 STACK[EGO] Lionith has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Achq has 3 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Adikin has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Aberian has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Nolaran has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Amenvar has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Undand has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Zhagorak has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Whiechsul has 2 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACK[EGO] Yaeg has 1 ruins.

    QuestFilterRegionHasRuins:Check(System.Reflection.ParameterInfo)
    QuestManager:FilterRegionHasRuins(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine+c__AnonStoreyDB`2[QuestFilterRegionHasRuins,Region]:<>m__6B(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Engine:Filter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQuery:Execute(System.Reflection.ParameterInfo)
    Amplitude.Query.Xml.XmlQueryLimit:Execute(System.Reflection.ParameterInfo)
    QuestManager:CheckVariables(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTrigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:402 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:403 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:403 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:403 STACKPosting order: [Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000000.

    QuestBehaviourTreeNode_Action_SpawnArmies:SpawnArmies(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmies:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:670 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00002E23

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:670 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 53, guid: 1895, objective: Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:724 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 53, guid: 1896, objective: Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:724 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 53, guid: 1897, objective: Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:18:779 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 53, guid: 1898, objective: Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:21:477 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:21:504 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:21:554 STACKGameServerState_Turn_AI.

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

23:17:21:554 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:21:554 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:143 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:17:22:276 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:17:22:558 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:17:22:574 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:17:22:669 STACKGameServerState_Turn_Main.

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

23:17:22:723 STACKGameClientState_Turn_Begin.

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

23:17:22:723 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 19.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:723 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:723 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:723 STACK[Kaiju] Total Industry Spent: [10333.66]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:723 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:724 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:724 STACK[Kaiju] Total Industry Spent: [10333.66]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:792 STACKGameClientState_Turn_Main.

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

23:17:22:994 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:994 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:22:994 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:24:667 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:24:667 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:25:781 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:25:781 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:25:781 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:25:833 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:25:833 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:25:833 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:26:561 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:26:561 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:26:561 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:27:399 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:27:399 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:27:399 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:28:233 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:28:233 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:28:233 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:28:304 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:17:52:874 STACKGotoAndAttack Preprocessor. Attacker=484, Defender=1895.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:52:903 STACKArmyGoToAndAttackInstruction: lock target 1895.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:57:894 STACKArmyGoToAndAttackInstruction: Attack target: 1895

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:17:57:894 STACKArmyGoToAndAttackInstruction: Unlock target 1895.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:18:01:129 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:19:05:067 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:19:05:067 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:19:11:974 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:11:974 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:12:363 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:12:363 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:12:363 STACK[Desync] 'PointOfInterest#424' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:12:583 STACKGameServerState_Turn_Begin.

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

23:19:15:148 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:15:171 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:15:202 STACKGameServerState_Turn_AI.

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

23:19:15:202 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:15:202 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:15:650 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:19:15:751 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:19:16:051 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:19:16:051 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:19:16:149 STACKGameServerState_Turn_Main.

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

23:19:16:211 STACKGameClientState_Turn_Begin.

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

23:19:16:211 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 20.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:211 STACKAction failed getting the targeted Army

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:211 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:211 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:212 STACK[Kaiju] Total Industry Spent: [10669]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:212 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:212 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:212 STACK[Kaiju] Total Industry Spent: [10669]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:248 STACKGameClientState_Turn_Main.

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

23:19:16:437 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:16:438 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:17:924 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:17:924 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:18:915 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:18:915 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:18:915 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:331 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:331 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:442 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:442 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:521 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:522 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:817 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:817 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:19:817 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:20:645 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:20:645 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:20:645 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:21:482 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:21:482 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:21:482 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:19:21:930 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:19:56:665 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:19:56:666 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:20:02:610 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:02:610 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:02:989 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:02:989 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:02:989 STACK[Desync] 'PointOfInterest#29' has been reattached to 'City#856' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:03:174 STACKGameServerState_Turn_Begin.

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

23:20:05:654 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:05:679 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:05:714 STACKGameServerState_Turn_AI.

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

23:20:05:714 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:05:714 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:06:114 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:20:06:215 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:20:06:759 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:20:06:759 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:20:06:871 STACKGameServerState_Turn_Main.

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

23:20:06:927 STACKGameClientState_Turn_Begin.

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

23:20:06:927 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:06:927 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:06:928 STACK[Kaiju] Total Industry Spent: [10980.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:06:928 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:06:928 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:06:928 STACK[Kaiju] Total Industry Spent: [10980.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:06:992 STACKGameClientState_Turn_Main.

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

23:20:07:159 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:07:159 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:07:159 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:08:820 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:08:820 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:09:868 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:09:868 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:09:868 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:10:297 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:20:10:753 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:10:753 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:11:543 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:11:544 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:11:544 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:12:416 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:12:416 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:12:416 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:13:913 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:20:29:544 STACKGotoAndAttack Preprocessor. Attacker=484, Defender=1898.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:29:576 STACKArmyGoToAndAttackInstruction: lock target 1898.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:30:570 STACKArmyGoToAndAttackInstruction: Attack target: 1898

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:30:570 STACKArmyGoToAndAttackInstruction: Unlock target 1898.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:20:34:067 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:21:46:282 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:21:46:282 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:21:53:361 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:53:361 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:53:745 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:53:745 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:53:970 STACKGameServerState_Turn_Begin.

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

23:21:55:184 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000322C, Ticket: 00000E07

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:55:184 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 1928, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:55:202 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:56:783 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:56:817 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:56:860 STACKGameServerState_Turn_AI.

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

23:21:56:861 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:56:861 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:250 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:21:57:350 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:21:57:616 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:21:57:633 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:21:57:716 STACKGameServerState_Turn_Main.

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

23:21:57:786 STACKGameClientState_Turn_Begin.

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

23:21:57:786 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:786 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:787 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:787 STACK[Kaiju] Total Industry Spent: [11320.13]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:787 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:787 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:787 STACK[Kaiju] Total Industry Spent: [11320.13]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:57:868 STACKGameClientState_Turn_Main.

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

23:21:58:053 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:58:053 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:58:053 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:58:053 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003279, empire: 26, guid: 1933, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:59:761 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:21:59:761 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:00:390 STACKGotoAndAttack Preprocessor. Attacker=1628, Defender=499.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:00:390 STACKOrder preprocessing failed because the defender is moving. Attacker=1628, Defender=499.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:00:595 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:00:595 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:00:595 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:01:468 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:01:468 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:01:468 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:01:630 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:22:02:081 STACKGotoAndAttack Preprocessor. Attacker=1628, Defender=499.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:098 STACKArmyGoToAndAttackInstruction: lock target 499.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:288 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:288 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:340 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:22:02:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:910 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:910 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:02:910 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:03:938 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:03:938 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:03:938 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:04:109 STACKArmyGoToAndAttackInstruction: Attack target: 499

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:04:109 STACKArmyGoToAndAttackInstruction: Unlock target 499.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:19:753 STACKCannot find a path from ((30,23)) to ((29,19)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    ArmyActionWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ArmyActionButton:Click()
    ArmyActionButton:OnArmyActionButtonCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:22:56:183 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:22:56:183 STACK[Desync] 'PointOfInterest#89' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:05:149 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:25:05:149 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:25:12:256 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:12:256 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:12:643 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:13:123 STACKGameServerState_Turn_Begin.

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

23:25:13:123 STACK[Quest] Adding global quest variable: $Global_SkyfinGUID = 1972 for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:13:123 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:16:056 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:16:082 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:16:131 STACKGameServerState_Turn_AI.

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

23:25:16:132 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:16:132 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:16:603 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:25:16:701 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:25:16:985 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:25:16:985 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:25:17:090 STACKGameServerState_Turn_Main.

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

23:25:17:152 STACKGameClientState_Turn_Begin.

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

23:25:17:152 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:152 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:152 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:152 STACK[Kaiju] Total Industry Spent: [11948.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:152 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:152 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:152 STACK[Kaiju] Total Industry Spent: [11948.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:188 STACKGameClientState_Turn_Main.

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

23:25:17:398 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:398 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:398 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:17:398 STACK[AI] Send feedback CommonFrontierFeedbackNegative from empire 1 send to empire 0 at turn 53.

    CommunicationAIHelper:ThrowFeedback()
    CommunicationAIHelper:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:18:212 STACKGotoAndAttack Preprocessor. Attacker=1816, Defender=1803.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:18:230 STACKArmyGoToAndAttackInstruction: lock target 1803.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:18:634 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=1050 for GenericCommander Priority 0.1452942

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:18:840 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:18:840 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:18:840 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:230 STACKArmyGoToAndAttackInstruction: Attack target: 1803

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:230 STACKArmyGoToAndAttackInstruction: Unlock target 1803.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:743 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:744 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:744 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:744 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:744 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:19:744 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:20:556 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:20:556 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:20:556 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:20:556 STACKThe construction 1912 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:21:413 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:21:414 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:22:033 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:22:033 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:22:033 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:25:22:873 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:25:26:119 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:26:03:018 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:26:03:019 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:26:18:708 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:26:18:709 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:26:24:803 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:24:803 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:25:197 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:25:197 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 1972, level: 1.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:25:197 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:25:197 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:25:339 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003506, empire: 53, guid: 1972, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:25:509 STACKGameServerState_Turn_Begin.

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

23:26:28:170 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:28:194 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:28:234 STACKGameServerState_Turn_AI.

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

23:26:28:235 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:28:235 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:28:668 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:26:28:991 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:26:29:285 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:26:29:300 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:26:29:419 STACKGameServerState_Turn_Main.

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

23:26:29:490 STACKGameClientState_Turn_Begin.

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

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:490 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:491 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:491 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:491 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:491 STACK[Kaiju] Total Industry Spent: [12281.26]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:491 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:491 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:491 STACK[Kaiju] Total Industry Spent: [12281.26]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:515 STACKGameClientState_Turn_Main.

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

23:26:29:712 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:712 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:29:713 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:31:378 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:31:379 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:32:204 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:32:204 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:32:204 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:33:033 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:33:033 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:33:033 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:33:678 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:33:678 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:33:678 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:34:283 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:34:283 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:26:34:283 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:06:334 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:27:06:334 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:27:12:307 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:12:307 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:14:721 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:14:928 STACKGameServerState_Turn_Begin.

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

23:27:17:419 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:17:441 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:17:481 STACKGameServerState_Turn_AI.

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

23:27:17:481 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:17:481 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:076 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:27:18:205 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:27:18:483 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:27:18:501 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:27:18:584 STACKGameServerState_Turn_Main.

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

23:27:18:658 STACKGameClientState_Turn_Begin.

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

23:27:18:658 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACK[Kaiju] Total Industry Spent: [12691.85]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:659 STACK[Kaiju] Total Industry Spent: [12691.85]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:696 STACKGameClientState_Turn_Main.

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

23:27:18:888 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:889 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:18:889 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:20:155 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:20:355 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:20:355 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:21:177 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:21:178 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:21:178 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:21:995 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:21:995 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:21:995 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:22:822 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:22:822 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:22:822 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:23:654 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:23:654 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:23:654 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:23:707 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:27:27:480 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:31:667 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:35:816 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:52:986 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:27:52:987 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:27:59:744 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:27:59:744 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:00:142 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:00:359 STACKGameServerState_Turn_Begin.

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

23:28:03:116 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:03:143 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:03:183 STACKGameServerState_Turn_AI.

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

23:28:03:183 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:03:183 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:03:585 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:03:685 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:04:169 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:04:185 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:04:278 STACKGameServerState_Turn_Main.

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

23:28:04:374 STACKGameClientState_Turn_Begin.

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

23:28:04:374 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:374 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:374 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:374 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:375 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:375 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:375 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:375 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:375 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:375 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:375 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:376 STACK[Kaiju] Total Industry Spent: [13053.64]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:376 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:376 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:376 STACK[Kaiju] Total Industry Spent: [13053.64]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:453 STACKGameClientState_Turn_Main.

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

23:28:04:606 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:606 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:04:606 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:05:297 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:28:06:316 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:06:316 STACKOrder preprocessing failed because the constructible element UnitDesignRovingClansDervish#1#50100.2 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:06:735 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:28:07:156 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:07:156 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:07:156 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:07:157 STACKThe construction 1940 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:007 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:007 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:007 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:601 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:631 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:631 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:631 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:08:631 STACKThe construction 1975 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:09:228 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:09:228 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:09:228 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:17:386 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:21:538 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:47:006 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:28:47:006 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:28:52:669 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:52:670 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:53:086 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:53:123 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:53:311 STACKGameServerState_Turn_Begin.

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

23:28:55:889 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:55:913 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:55:943 STACKGameServerState_Turn_AI.

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

23:28:55:943 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:55:943 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:56:620 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:56:734 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:56:801 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:56:801 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:56:801 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:56:802 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:57:017 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:57:037 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:28:57:150 STACKGameServerState_Turn_Main.

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

23:28:57:224 STACKGameClientState_Turn_Begin.

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

23:28:57:224 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:224 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:224 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:224 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACK[Kaiju] Total Industry Spent: [13360.78]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:225 STACK[Kaiju] Total Industry Spent: [13360.78]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:273 STACKGameClientState_Turn_Main.

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

23:28:57:470 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:470 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:470 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003866, empire: 35, guid: 2017, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:57:494 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003868, empire: 19, guid: 2021, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:137 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:137 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:137 STACKOrder preprocessing failed because the constructible element UnitDesignRovingClansDervish#1#50100.2 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:974 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:974 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:974 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:974 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:974 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:28:59:974 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:00:798 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:00:799 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:00:799 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:00:799 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:00:799 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:00:799 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:00:799 STACKThe construction 2004 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:01:226 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:01:640 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:01:640 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:01:640 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:02:500 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:02:500 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:13:256 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:29:13:256 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:29:14:540 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:18:886 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:18:886 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:19:477 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:19:897 STACKGameServerState_Turn_Begin.

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

23:29:19:897 STACKSeason change: new season 'HeatWave', the new season will end at turn 65 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:069 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:069 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:069 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:069 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:069 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:069 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:069 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:070 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:20:071 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:23:448 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:23:483 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:23:517 STACKGameServerState_Turn_AI.

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

23:29:23:517 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:23:517 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:23:917 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:29:24:032 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:29:24:313 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:29:24:331 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:29:24:433 STACKGameServerState_Turn_Main.

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

23:29:24:527 STACKGameClientState_Turn_Begin.

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

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACK[Kaiju] Total Industry Spent: [13758.82]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:528 STACK[Kaiju] Total Industry Spent: [13758.82]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:780 STACKGameClientState_Turn_Main.

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

23:29:24:844 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:845 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:24:845 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:26:492 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:26:492 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:27:356 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:27:356 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:27:781 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 2095, level: 1.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 2096, level: 1.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:29:27:781 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000039AE, empire: 53, guid: 2095, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:27:813 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000039B0, empire: 53, guid: 2096, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:28:186 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:28:186 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:28:186 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:28:187 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:28:187 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:28:634 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:043 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:043 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:043 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:043 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:044 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:044 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:122 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:29:29:870 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:870 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:29:870 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:29:33:685 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:08:601 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:30:08:601 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:30:17:689 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:17:689 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:18:063 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:18:312 STACKGameServerState_Turn_Begin.

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

23:30:18:312 STACK[Quest] Adding global quest variable: $Global_SetsekeGUID = 2113 for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:18:313 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:20:753 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:20:780 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:20:812 STACKGameServerState_Turn_AI.

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

23:30:20:812 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:20:812 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:21:218 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:30:21:334 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:30:21:901 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:30:21:918 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:30:22:037 STACKGameServerState_Turn_Main.

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

23:30:22:133 STACKGameClientState_Turn_Begin.

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

23:30:22:133 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:133 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:133 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:133 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:133 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:133 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:133 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACK[Kaiju] Total Industry Spent: [14200.01]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:134 STACK[Kaiju] Total Industry Spent: [14200.01]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:180 STACKGameClientState_Turn_Main.

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

23:30:22:370 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:371 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:371 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003AE3, empire: 37, guid: 2115, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:398 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003AE5, empire: 16, guid: 2119, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003AE9, Ticket: 00000FFC, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003AEA, Ticket: 00000FFD, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:22:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003AEB, Ticket: 00000FFE, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:23:837 STACKGotoAndAttack Preprocessor. Attacker=1566, Defender=484.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:23:857 STACKArmyGoToAndAttackInstruction: lock target 484.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:052 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:052 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:052 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B1B, Ticket: 00001014, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:053 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B1C, Ticket: 00001015, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:053 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B1D, Ticket: 00001016, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:053 STACKDisableMapBoostEffects: MapBoostFx is null

    WorldArmy:DisableMapBoostEffects()
    WorldArmy:Army_HeroChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Garrison:OnHeroChange(System.Reflection.ParameterInfo)
    Garrison:SetHero(System.Reflection.ParameterInfo)
    Army:SetHero(System.Reflection.ParameterInfo)
    DepartmentOfEducation:ChangeAssignment(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator21F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:053 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation:ChangeAssignment(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator21F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:437 STACKPreprocessor failed because the tile (59,93) is not stopable for army 1981.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:24:728 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:30:25:103 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:104 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:104 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:104 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B2A, Ticket: 0000101B, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:104 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B2B, Ticket: 0000101C, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:104 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B2C, Ticket: 0000101D, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:104 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B2D, Ticket: 0000101E, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:543 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:943 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B38, Ticket: 00001025, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B39, Ticket: 00001026, Class: EmpirePlanForeignAffairs Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B3A, Ticket: 00001027, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:25:944 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B3B, Ticket: 00001028, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:776 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:776 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:776 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:776 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:776 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B4C, Ticket: 00001032, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:777 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B4D, Ticket: 00001033, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:777 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B4E, Ticket: 00001034, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:864 STACKArmyGoToAndAttackInstruction: Attack target: 484

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:26:864 STACKArmyGoToAndAttackInstruction: Unlock target 484.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:27:194 STACKGotoAndAttack Preprocessor. Attacker=2035, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:27:194 STACKOrder preprocessing failed because the defender is a ship. Attacker=2035, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:27:242 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:30:27:617 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:27:661 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B6B, Ticket: 00001041, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:27:689 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B6C, Ticket: 00001042, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:27:689 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B6D, Ticket: 00001043, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:27:689 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003B6E, Ticket: 00001044, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:28:463 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:28:463 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:28:884 STACKGotoAndAttack Preprocessor. Attacker=2035, Defender=1662.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:30:614 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:30:642 STACKForce level 1 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:30:32:283 STACKForce level 0 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

23:30:34:750 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:36:544 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003BA1, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:36:544 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003BA2, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:30:40:068 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:32:45:545 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:32:643 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:33:32:643 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:33:36:864 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:33:36:864 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:33:42:097 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:097 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:522 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:522 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 2113, level: 1.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:523 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:523 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:523 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:524 STACK[Desync] 'PointOfInterest#143' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:622 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003BDD, empire: 53, guid: 2113, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:42:899 STACKGameServerState_Turn_Begin.

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

23:33:45:304 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:45:329 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:45:357 STACKGameServerState_Turn_AI.

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

23:33:45:357 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:45:357 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:45:762 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:33:45:869 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:33:46:151 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:33:46:168 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:33:46:272 STACKGameServerState_Turn_Main.

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

23:33:46:576 STACKGameClientState_Turn_Begin.

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

23:33:46:576 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:576 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:577 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:577 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:577 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:577 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:577 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:577 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:578 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:578 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:578 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:578 STACK[Kaiju] Total Industry Spent: [14614.6]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:578 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:578 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:578 STACK[Kaiju] Total Industry Spent: [14614.6]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:638 STACKGameClientState_Turn_Main.

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

23:33:46:819 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:819 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:46:819 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:48:515 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:48:515 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:49:592 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:49:592 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:49:593 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:50:667 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:50:667 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:50:667 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:51:495 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:51:495 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:51:965 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:33:52:330 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:52:331 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:52:331 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:53:627 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:33:54:920 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:33:59:476 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:34:03:645 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:29:726 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:35:29:726 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:35:35:142 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:35:142 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:35:552 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:35:552 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:35:552 STACK[Desync] 'PointOfInterest#109' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:36:112 STACKGameServerState_Turn_Begin.

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

23:35:38:832 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:38:854 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:38:884 STACKGameServerState_Turn_AI.

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

23:35:38:884 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:38:885 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:271 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:35:39:387 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:35:39:671 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:35:39:688 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:35:39:787 STACKGameServerState_Turn_Main.

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

23:35:39:882 STACKGameClientState_Turn_Begin.

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

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:883 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:884 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:884 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:884 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:884 STACK[Kaiju] Total Industry Spent: [14893.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:884 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:884 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:884 STACK[Kaiju] Total Industry Spent: [14893.24]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:39:926 STACKGameClientState_Turn_Main.

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

23:35:40:135 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:40:135 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:40:135 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:41:791 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:41:791 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:41:792 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:42:843 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:42:843 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:42:843 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:43:696 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:43:696 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:43:696 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:43:805 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:44:543 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:44:544 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:45:358 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:45:358 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:45:358 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:45:421 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:35:51:933 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:35:52:895 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:35:56:270 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:35:57:071 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:16:089 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:38:16:090 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:38:21:325 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:21:325 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:21:809 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:21:809 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:22:058 STACKGameServerState_Turn_Begin.

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

23:38:23:705 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00003F53, Ticket: 000011F0

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:23:706 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 2217, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:23:735 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:25:008 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:25:054 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:25:092 STACKGameServerState_Turn_AI.

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

23:38:25:093 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:25:093 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:25:457 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:38:25:565 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:38:25:618 STACKAI don't want to research technology TechnologyDefinitionApproval2 anymore. AI now wants technology TechnologyDefinitionIndustry1.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:38:25:851 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:38:25:851 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:38:25:957 STACKGameServerState_Turn_Main.

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

23:38:26:065 STACKGameClientState_Turn_Begin.

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

23:38:26:065 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:066 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:066 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:066 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:066 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:066 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:066 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACK[Kaiju] Total Industry Spent: [15320.18]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:067 STACK[Kaiju] Total Industry Spent: [15320.18]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:127 STACKGameClientState_Turn_Main.

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

23:38:26:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:288 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:26:288 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:27:966 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:27:967 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:27:967 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:29:010 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:29:010 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:29:010 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:29:463 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:30:110 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:30:110 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:31:136 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:31:137 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:31:137 STACKThe construction 2211 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:32:195 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:32:195 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:32:195 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:36:220 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:36:220 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:36:220 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:38:42:922 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:38:254 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:39:38:255 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:39:44:044 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:44:044 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:44:504 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:44:977 STACKGameServerState_Turn_Begin.

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

23:39:47:810 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:47:847 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:47:883 STACKGameServerState_Turn_AI.

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

23:39:47:883 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:47:883 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:253 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:39:48:344 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:39:48:640 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:39:48:640 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:39:48:760 STACKGameServerState_Turn_Main.

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

23:39:48:899 STACKGameClientState_Turn_Begin.

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

23:39:48:899 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:899 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:899 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:899 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:900 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:900 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:900 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:900 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:900 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:900 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:900 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:901 STACK[Kaiju] Total Industry Spent: [16116.03]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:901 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:901 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:901 STACK[Kaiju] Total Industry Spent: [16116.03]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:48:980 STACKGameClientState_Turn_Main.

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

23:39:49:143 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:49:143 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:50:810 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:50:810 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:51:859 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:51:859 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:51:859 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:51:859 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:51:859 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:51:859 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:52:331 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:52:938 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:52:938 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:52:938 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:52:938 STACKThe construction 2210 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:53:789 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:53:789 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:54:635 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:54:635 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:54:635 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:54:635 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:54:635 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:54:636 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:57:424 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:39:57:832 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:40:01:869 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:40:01:869 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:40:01:869 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:40:01:869 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:41:43:556 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:556 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:48:831 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:48:831 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:50:261 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:50:261 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:50:261 STACK[Desync] 'PointOfInterest#205' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:50:627 STACKGameServerState_Turn_Begin.

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

23:41:53:039 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:53:064 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:53:100 STACKGameServerState_Turn_AI.

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

23:41:53:100 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:53:100 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:53:472 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:41:53:588 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:41:54:092 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:41:54:092 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:41:54:205 STACKGameServerState_Turn_Main.

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

23:41:54:308 STACKGameClientState_Turn_Begin.

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

23:41:54:308 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:308 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:308 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 0.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACK[Kaiju] Total Industry Spent: [16630.22]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:309 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:310 STACK[Kaiju] Total Industry Spent: [16630.22]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:345 STACKGameClientState_Turn_Main.

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

23:41:54:548 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:548 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:54:548 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:56:027 STACKLOCKING: AICommanderMission_ExplorationDefault tries to recruit Army assigned to AICommanderMission_PacifyVillage

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:56:228 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:56:228 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:57:284 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:57:284 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:57:284 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:57:722 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:58:314 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:58:314 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:58:314 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:58:382 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:41:59:122 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:59:123 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:59:985 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:41:59:985 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:01:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:42:02:515 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:07:091 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:07:945 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:42:56:403 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:58:435 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 2249, level: 1.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:42:58:435 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:42:58:435 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

23:42:58:554 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00004396, empire: 53, guid: 2249, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:10:467 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:45:57:655 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:45:57:655 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:46:03:121 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:121 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:563 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:563 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:563 STACK[Desync] 'PointOfInterest#428' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:563 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:563 STACK[Desync] 'PointOfInterest#220' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:779 STACKGameServerState_Turn_Begin.

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

23:46:03:779 STACKSeason change: new season 'Summer', the new season will end at turn 69 (duration: 3 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:890 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:014 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:033 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:063 STACKGameServerState_Turn_AI.

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

23:46:07:063 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:063 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:458 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:46:07:571 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:46:07:857 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:46:07:871 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:46:07:989 STACKGameServerState_Turn_Main.

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

23:46:08:083 STACKGameClientState_Turn_Begin.

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

23:46:08:083 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:084 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACK[Kaiju] Total Industry Spent: [17197.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:085 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:086 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:086 STACK[Kaiju] Total Industry Spent: [17197.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:145 STACKGameClientState_Turn_Main.

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

23:46:08:305 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:305 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:306 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:10:025 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:041 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:041 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:041 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:138 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:138 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:138 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:969 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:969 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:13:794 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:13:795 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:16:329 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:20:719 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:24:187 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:46:25:155 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:27:413 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:50:27:413 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:51:05:475 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:51:05:476 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:51:11:906 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:51:11:906 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:51:17:257 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:257 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:950 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:950 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:950 STACK[Desync] 'PointOfInterest#74' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:950 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 1738, level: 1.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:950 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:951 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:951 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 1739, level: 1.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:951 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:951 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:951 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:951 STACK[Desync] 'PointOfInterest#242' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:18:008 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000045E5, empire: 53, guid: 1738, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:18:053 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000045E7, empire: 53, guid: 1739, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:18:249 STACKGameServerState_Turn_Begin.

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

23:51:21:281 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:304 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:351 STACKGameServerState_Turn_AI.

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

23:51:21:351 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:351 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:744 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:51:21:848 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:51:22:147 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:51:22:161 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:51:22:292 STACKGameServerState_Turn_Main.

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

23:51:22:381 STACKGameClientState_Turn_Begin.

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

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:382 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:383 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:383 STACK[Kaiju] Total Industry Spent: [17607.93]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:383 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:383 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:383 STACK[Kaiju] Total Industry Spent: [17607.93]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:426 STACKGameClientState_Turn_Main.

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

23:51:22:630 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:630 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:630 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:630 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:630 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:630 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:449 STACKGotoAndAttack Preprocessor. Attacker=1816, Defender=1653.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:469 STACKArmyGoToAndAttackInstruction: lock target 1653.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:294 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:294 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:483 STACKArmyGoToAndAttackInstruction: Attack target: 1653

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:483 STACKArmyGoToAndAttackInstruction: Unlock target 1653.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectOrbSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:719 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:402 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:402 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:402 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:26:454 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:26:455 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:26:455 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:27:301 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:151 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:151 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:152 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:152 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:152 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:845 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:51:35:337 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:39:523 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:13:090 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:52:13:090 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:52:18:293 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:293 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:698 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:698 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:698 STACK[Desync] 'PointOfInterest#423' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:735 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:19:334 STACKGameServerState_Turn_Begin.

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

23:52:21:951 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:21:982 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:22:017 STACKGameServerState_Turn_AI.

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

23:52:22:017 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:22:017 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:22:406 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:523 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:540 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:540 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:541 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:541 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:841 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:841 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:857 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:857 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:857 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:858 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:52:22:974 STACKGameServerState_Turn_Main.

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

23:52:23:070 STACKGameClientState_Turn_Begin.

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

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:070 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 16.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACKRefunding DistrictWonder2 of empire 0 for 624.0101 empire money

    DepartmentOfIndustry+c__Iterator1B6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACK[Kaiju] Total Industry Spent: [18027.58]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:071 STACK[Kaiju] Total Industry Spent: [18027.58]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:120 STACKGameClientState_Turn_Main.

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

23:52:23:300 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:300 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:300 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:164 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:165 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:165 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:165 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:165 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:165 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:393 STACKPreprocessor failed because the tile (50,49) is not stopable for army 2096.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:393 STACKPreprocessor failed because the tile (51,49) is not stopable for army 2095.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:206 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:206 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:206 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:206 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:207 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:440 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:52:26:649 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:262 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:262 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:262 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:28:134 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:28:134 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:28:244 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:52:28:977 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:40:642 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:02:049 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:53:02:050 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:53:46:885 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:53:46:885 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:53:52:182 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:182 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:623 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:623 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:623 STACK[Desync] 'PointOfInterest#130' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:866 STACKGameServerState_Turn_Begin.

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

23:53:55:782 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:807 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:845 STACKGameServerState_Turn_AI.

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

23:53:55:845 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:846 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:258 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:53:56:358 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:53:56:674 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:53:56:692 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:53:56:840 STACKGameServerState_Turn_Main.

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

23:53:56:924 STACKGameClientState_Turn_Begin.

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

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 17.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:924 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACK[Kaiju] Total Industry Spent: [18629.08]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:925 STACK[Kaiju] Total Industry Spent: [18629.08]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:962 STACKGameClientState_Turn_Main.

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

23:53:57:192 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:57:192 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:57:192 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:57:193 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00004942, empire: 29, guid: 2327, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:59:031 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:59:031 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:59:031 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:078 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:078 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:078 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:517 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:139 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:139 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:968 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:969 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:969 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:969 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:969 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:995 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:995 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:995 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:802 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:803 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:803 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:803 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:803 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:04:077 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:54:05:336 STACKDepartmentOfScience can't be null.

    DepartmentOfDefense:IsPointOfInterestSuitableForAspirate(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CanStartAspirate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:UpdateAspirate_OnWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:set_WorldPosition(System.Reflection.ParameterInfo)
    Army:SetWorldPositionWithEstimatedTimeOfArrival(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTransportation+c__Iterator2A3:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:36:942 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:54:36:942 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:54:48:063 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:48:064 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:48:478 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:48:478 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:48:478 STACK[Desync] 'PointOfInterest#188' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:131 STACKGameServerState_Turn_Begin.

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

23:54:49:131 STACKSeason change: new season 'Winter', the new season will end at turn 77 (duration: 7 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:131 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:185 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:219 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:252 STACKGameServerState_Turn_AI.

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

23:54:52:252 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:252 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:637 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:52:754 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:52:771 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:52:837 STACKAI don't want to research technology TechnologyDefinitionNavalUnit2 anymore. AI now wants technology TechnologyDefinitionFood2.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:52:853 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:53:094 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:53:094 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:53:110 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:54:53:242 STACKGameServerState_Turn_Main.

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

23:54:53:346 STACKGameClientState_Turn_Begin.

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

23:54:53:346 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:346 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_13MajesticCreatures', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 18.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACK[Kaiju] Total Industry Spent: [19020.28]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:347 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:348 STACK[Kaiju] Total Industry Spent: [19020.28]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:389 STACKGameClientState_Turn_Main.

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

23:54:53:389 STACKProcess order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00004A53.

    DepartmentOfDefense+c__Iterator1DB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:575 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:575 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:575 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:54:322 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:54:55:443 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:443 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:443 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:713 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:54:56:570 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:570 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:570 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:602 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:602 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:602 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:601 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:601 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:601 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:444 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:445 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:59:283 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:59:283 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:51:911 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:51:911 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:51:911 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:942 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:56:19:942 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:56:27:611 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:56:27:611 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:56:33:325 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:325 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:766 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:767 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:767 STACK[Desync] 'PointOfInterest#79' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:767 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:767 STACK[Desync] 'PointOfInterest#128' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:35:000 STACKGameServerState_Turn_Begin.

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

23:56:37:684 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:706 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:747 STACKGameServerState_Turn_AI.

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

23:56:37:747 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:747 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:127 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:56:38:242 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:56:38:729 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:56:38:729 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:56:38:859 STACKGameServerState_Turn_Main.

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

23:56:38:922 STACKGameClientState_Turn_Begin.

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

23:56:38:922 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 19.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:922 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACK[Kaiju] Total Industry Spent: [19417.63]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:923 STACK[Kaiju] Total Industry Spent: [19417.63]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:976 STACKGameClientState_Turn_Main.

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

23:56:39:156 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:39:156 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:064 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:064 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:064 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:936 STACKGotoAndAttack Preprocessor. Attacker=2327, Defender=1911.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:936 STACKOrder preprocessing failed because the defender is moving. Attacker=2327, Defender=1911.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:156 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:156 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:157 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:228 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:228 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:228 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:228 STACKThe construction 2284 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:44:101 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:44:951 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:44:951 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:48:817 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:59:20:219 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:59:20:219 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:59:26:410 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:411 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:853 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:27:154 STACKGameServerState_Turn_Begin.

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

23:59:29:853 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:29:876 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:29:905 STACKGameServerState_Turn_AI.

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

23:59:29:905 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:29:905 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:30:309 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:59:30:426 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:59:30:973 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:59:30:973 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

23:59:31:115 STACKGameServerState_Turn_Main.

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

23:59:31:188 STACKGameClientState_Turn_Begin.

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

23:59:31:188 STACKQuest 'DLC21_03LegendsOfOld', Timer '$TimeBeforeReset' eleapsedTurn = 20.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:188 STACKAction failed getting the targeted Army

    QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:188 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:188 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACK[Kaiju] Total Industry Spent: [19775.71]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:189 STACK[Kaiju] Total Industry Spent: [19775.71]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:252 STACKGameClientState_Turn_Main.

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

23:59:31:438 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:439 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:31:439 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:32:131 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

23:59:33:150 STACKGotoAndAttack Preprocessor. Attacker=2327, Defender=1911.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:33:151 STACKOrder preprocessing failed because the defender is moving. Attacker=2327, Defender=1911.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:33:329 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:33:329 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:33:329 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:387 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:387 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:387 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:35:452 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:35:453 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:35:453 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:36:310 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:36:311 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:37:154 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:37:154 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:39:252 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:39:252 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:39:252 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:40:967 STACKPreprocessor failed because the tile (50,8) is not stopable for army 2035.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:06:690 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:00:06:690 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:00:14:584 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:14:584 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RegroupArmyAt

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:14:958 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:14:958 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:14:958 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:14:958 STACK[Desync] 'PointOfInterest#221' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:15:213 STACKGameServerState_Turn_Begin.

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

00:00:16:362 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00004E6B, Ticket: 000017E4

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:16:362 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 2371, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:16:377 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:765 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:791 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:824 STACKGameServerState_Turn_AI.

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

00:00:17:824 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:824 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:194 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:00:18:313 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:00:18:627 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:00:18:646 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:00:18:778 STACKGameServerState_Turn_Main.

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

00:00:18:838 STACKGameClientState_Turn_Begin.

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

00:00:18:838 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:838 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACK[Kaiju] Total Industry Spent: [20167.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:18:839 STACK[Kaiju] Total Industry Spent: [20167.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:064 STACKGameClientState_Turn_Main.

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

00:00:19:087 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:087 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:087 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:20:383 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:00:20:684 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:20:684 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:20:684 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:20:964 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:20:964 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:20:964 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:20:988 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:00:22:044 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:22:044 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:22:044 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:142 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:142 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:142 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:24:207 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:24:207 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:25:239 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:25:239 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:27:213 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:01:12:231 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:01:12:231 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:01:18:702 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:18:702 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:19:098 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:19:381 STACKGameServerState_Turn_Begin.

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

00:01:21:904 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:927 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:961 STACKGameServerState_Turn_AI.

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

00:01:21:961 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:961 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:22:376 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:01:22:509 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:01:23:095 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:01:23:095 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:01:23:276 STACKGameServerState_Turn_Main.

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

00:01:23:343 STACKGameClientState_Turn_Begin.

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

00:01:23:343 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACK[Kaiju] Total Industry Spent: [20632.96]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:343 STACK[Kaiju] Total Industry Spent: [20632.96]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:367 STACKGameClientState_Turn_Main.

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

00:01:23:593 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:593 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:593 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:593 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:593 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:593 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:594 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:594 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:594 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:24:203 STACKGotoAndAttack Preprocessor. Attacker=1657, Defender=1816.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:24:220 STACKArmyGoToAndAttackInstruction: lock target 1816.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:241 STACKArmyGoToAndAttackInstruction: Attack target: 1816

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:241 STACKArmyGoToAndAttackInstruction: Unlock target 1816.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:307 STACKLOCKING: AICommanderMission_ExplorationDefault tries to recruit Army assigned to AICommanderMission_Pacification

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:489 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:489 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:489 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:715 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:715 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:715 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:552 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:552 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:553 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:27:583 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:27:583 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:27:583 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:27:868 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:01:28:432 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:28:433 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:29:269 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:29:269 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:50:247 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:01:50:247 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:01:56:612 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:56:612 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:57:978 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:58:178 STACKGameServerState_Turn_Begin.

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

00:02:00:732 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:762 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:792 STACKGameServerState_Turn_AI.

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

00:02:00:792 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:792 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:01:176 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:02:01:294 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:02:01:377 STACKAI don't want to research technology TechnologyDefinitionNavalUnit2 anymore. AI now wants technology TechnologyDefinitionApproval2.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:02:01:643 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:02:01:660 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:02:01:812 STACKGameServerState_Turn_Main.

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

00:02:02:068 STACKGameClientState_Turn_Begin.

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

00:02:02:069 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACK[Kaiju] Total Industry Spent: [21040.91]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:069 STACK[Kaiju] Total Industry Spent: [21040.91]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:101 STACKGameClientState_Turn_Main.

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

00:02:02:289 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:289 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:289 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:207 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:207 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:207 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:05:236 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:05:236 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:05:236 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:290 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:291 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:291 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:07:287 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:07:288 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:119 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:119 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:119 STACKThe construction 2365 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:14:486 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:02:31:866 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:31:866 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:19:382 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:04:19:382 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:04:24:623 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:24:623 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:25:072 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:25:391 STACKGameServerState_Turn_Begin.

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

00:04:28:073 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:28:098 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:28:127 STACKGameServerState_Turn_AI.

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

00:04:28:127 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:28:127 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:28:527 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:28:861 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:29:194 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:29:194 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:29:327 STACKGameServerState_Turn_Main.

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

00:04:29:387 STACKGameClientState_Turn_Begin.

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

00:04:29:387 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:387 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:387 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:387 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:387 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:387 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:388 STACK[Kaiju] Total Industry Spent: [21315.06]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:388 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:388 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:388 STACK[Kaiju] Total Industry Spent: [21315.06]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:430 STACKGameClientState_Turn_Main.

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

00:04:29:634 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:635 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:635 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:29:635 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00005253, empire: 27, guid: 2427, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:30:335 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:04:31:281 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:31:782 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:04:32:360 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:32:361 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:32:361 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:32:436 STACKCannot set active quest (name: 'DLC21_15WeTakeFromTheLand') because it is no longer in progress (state: 'Completed')

    QuestJournal:set_ActiveQuest(System.Reflection.ParameterInfo)
    QuestJournal:Complete(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:33:488 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:33:488 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:33:488 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:34:484 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:34:484 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:35:307 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:35:307 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:35:947 STACKGotoAndAttack Preprocessor. Attacker=2398, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:39:677 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:04:39:677 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:04:44:824 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:44:824 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:45:236 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:45:236 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:45:237 STACK[Desync] 'PointOfInterest#429' has been reattached to 'City#962' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:45:458 STACKGameServerState_Turn_Begin.

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

00:04:48:432 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:48:457 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:48:512 STACKGameServerState_Turn_AI.

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

00:04:48:512 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:48:512 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:48:944 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:49:061 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:49:243 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:49:445 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:49:463 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:04:49:608 STACKGameServerState_Turn_Main.

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

00:04:49:674 STACKGameClientState_Turn_Begin.

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

00:04:49:674 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:675 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:675 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:675 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:675 STACK[Kaiju] Total Industry Spent: [21885.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:675 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:675 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:675 STACK[Kaiju] Total Industry Spent: [21885.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:720 STACKGameClientState_Turn_Main.

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

00:04:49:921 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:49:921 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00005371, empire: 47, guid: 2456, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:51:235 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:04:51:449 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:04:51:778 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:51:778 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:51:778 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:51:778 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:51:778 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:51:778 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:51:778 STACKThe construction 2431 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:52:609 STACKGotoAndAttack Preprocessor. Attacker=2427, Defender=1816.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:52:630 STACKArmyGoToAndAttackInstruction: lock target 1816.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:52:819 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:52:819 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:52:819 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:52:819 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:53:869 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:53:869 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:53:869 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:53:869 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:53:869 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:53:869 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:54:667 STACKArmyGoToAndAttackInstruction: Attack target: 1816

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:54:667 STACKArmyGoToAndAttackInstruction: Unlock target 1816.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:54:757 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:54:757 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:54:757 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:54:757 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:55:736 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:56:576 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:56:576 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:56:576 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:00:172 STACKPreprocessor failed because the tile (37,74) is not stopable for army 2450.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:09:662 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:05:09:663 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:05:15:212 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:15:212 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:21:640 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:21:640 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:21:640 STACK[Desync] 'PointOfInterest#101' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:22:403 STACKGameServerState_Turn_Begin.

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

00:05:22:403 STACKSeason change: new season 'Summer', the new season will end at turn 83 (duration: 5 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:22:403 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:25:314 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:25:333 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:25:359 STACKGameServerState_Turn_AI.

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

00:05:25:359 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:25:359 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:25:743 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:25:862 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock14.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:25:862 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:25:945 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:26:043 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:26:201 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock10.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:26:202 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:26:202 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:05:26:343 STACKGameServerState_Turn_Main.

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

00:05:26:400 STACKGameClientState_Turn_Begin.

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

00:05:26:401 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:401 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:401 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:401 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:401 STACK[Kaiju] Total Industry Spent: [22336.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:401 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:401 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:401 STACK[Kaiju] Total Industry Spent: [22336.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:441 STACKGameClientState_Turn_Main.

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

00:05:26:624 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:625 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:26:625 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:28:270 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=694 for GenericCommander Priority 0.3790666

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:28:488 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:28:488 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:28:488 STACKThe construction 2432 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:28:488 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:28:488 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:28:488 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:29:523 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:29:523 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:30:657 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:30:657 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:30:657 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:30:657 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:30:657 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:30:657 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:31:435 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:31:435 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:32:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:32:289 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:05:32:728 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:05:34:246 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:06:17:865 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:06:21:428 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:06:21:428 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:06:27:174 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:27:174 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:27:643 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:27:962 STACKGameServerState_Turn_Begin.

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

00:06:30:931 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:30:955 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:30:995 STACKGameServerState_Turn_AI.

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

00:06:30:995 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:30:995 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:31:364 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:31:461 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:31:478 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:31:528 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock14.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:31:644 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:31:811 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:31:828 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:31:962 STACKGameServerState_Turn_Main.

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

00:06:32:019 STACKGameClientState_Turn_Begin.

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

00:06:32:020 STACKQuest 'DLC21_15WeTakeFromTheLand', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:020 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:020 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:020 STACK[Kaiju] Total Industry Spent: [22699.66]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:020 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:020 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:020 STACK[Kaiju] Total Industry Spent: [22699.66]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:063 STACKGameClientState_Turn_Main.

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

00:06:32:260 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:260 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:32:260 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:34:203 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:34:203 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:35:230 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:35:230 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:35:230 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:36:294 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:36:294 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:36:295 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:36:393 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:06:37:142 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:37:143 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:37:143 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:37:143 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:37:180 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:37:180 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:37:180 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:007 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:007 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:007 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:007 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:007 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:043 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:043 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:38:043 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:43:722 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:06:43:722 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:06:49:186 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:49:187 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyArmy,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:49:600 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:49:600 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:49:600 STACK[Desync] 'PointOfInterest#73' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:49:600 STACKpointOfInterest.SwapDescriptor from AffinityMappingRageWizards to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:49:600 STACK[Desync] 'PointOfInterest#404' has been reattached to 'City#899' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:50:156 STACKGameServerState_Turn_Begin.

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

00:06:53:074 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:53:105 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:53:151 STACKGameServerState_Turn_AI.

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

00:06:53:152 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:53:152 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:53:561 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:53:661 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock2 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock14.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:53:661 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:53:829 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:53:995 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:53:995 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:06:54:127 STACKGameServerState_Turn_Main.

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

00:06:54:183 STACKGameClientState_Turn_Begin.

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

00:06:54:183 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:183 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:183 STACK[Kaiju] Total Industry Spent: [23165.41]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:183 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:183 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:183 STACK[Kaiju] Total Industry Spent: [23165.41]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:224 STACKGameClientState_Turn_Main.

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

00:06:54:416 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:416 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:416 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000572F, Ticket: 00001A25, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005730, Ticket: 00001A26, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005731, Ticket: 00001A27, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:54:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005732, Ticket: 00001A28, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:317 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:317 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:317 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:317 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:317 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:317 STACKThe construction 2502 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:338 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000576A, Ticket: 00001A42, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:338 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000576B, Ticket: 00001A43, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:56:338 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000576C, Ticket: 00001A44, Class: EmpirePlanMilitary Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:57:374 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:57:374 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:57:374 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:57:374 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000577F, Ticket: 00001A4D, Class: EmpirePlanKnowledge Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:57:374 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005780, Ticket: 00001A4E, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:57:374 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005781, Ticket: 00001A4F, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:493 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:493 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:493 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005790, Ticket: 00001A58, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:523 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005791, Ticket: 00001A59, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:523 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005792, Ticket: 00001A5A, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:523 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005793, Ticket: 00001A5B, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:862 STACKPreprocessor failed because the tile (58,29) is not passable for army 2113.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:58:862 STACKPreprocessor failed because the tile (58,29) is not stopable for army 2113.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:59:139 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:59:733 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:59:733 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:59:766 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005800, Ticket: 00001A6C, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:59:766 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005801, Ticket: 00001A6D, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:59:766 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00005802, Ticket: 00001A6E, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:00:755 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:00:756 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000582D, Ticket: 00001A79, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:00:756 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000582E, Ticket: 00001A7A, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:00:756 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000582F, Ticket: 00001A7B, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:01:611 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:02:666 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:06:191 STACKForce level 1 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

00:07:08:040 STACKForce level 1 on plan EmpirePlanKnowledge

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

00:07:08:256 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:10:771 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000058EE, Class: EmpirePlanMilitary Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:10:771 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000058EF, Class: EmpirePlanKnowledge Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:10:771 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000058F0, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:10:771 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000058F1, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:35:653 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:07:35:653 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:07:41:069 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:41:070 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:41:516 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:41:730 STACKGameServerState_Turn_Begin.

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

00:07:44:576 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:44:601 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:44:633 STACKGameServerState_Turn_AI.

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

00:07:44:633 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:44:633 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:45:061 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:07:45:178 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:07:45:345 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:07:45:544 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:07:45:545 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:07:45:694 STACKGameServerState_Turn_Main.

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

00:07:45:751 STACKGameClientState_Turn_Begin.

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

00:07:45:752 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:45:752 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:45:752 STACK[Kaiju] Total Industry Spent: [23752.31]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:45:752 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:45:752 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:45:752 STACK[Kaiju] Total Industry Spent: [23752.31]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:45:790 STACKGameClientState_Turn_Main.

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

00:07:46:001 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:46:001 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:46:001 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:46:001 STACKThe construction 2497 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:47:844 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:47:844 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:48:232 STACKPreprocessor failed because the tile (50,18) is not stopable for army 2398.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:48:876 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:48:876 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:48:876 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:49:497 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:004 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:004 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:005 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:849 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:849 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:849 STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:850 STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:50:850 STACKBooster BoosterCadavers does not have an activations counter property named 'BoosterCadaversActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:51:292 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:07:51:684 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:51:684 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:07:52:988 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:07:55:700 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:08:01:966 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:08:01:966 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:08:07:244 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:07:244 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,AICommanderMission_RoamingDefault,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:07:768 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:08:425 STACKGameServerState_Turn_Begin.

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

00:08:11:431 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:11:461 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:11:491 STACKGameServerState_Turn_AI.

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

00:08:11:491 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:11:492 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:11:877 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:08:12:012 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:08:12:162 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:08:12:331 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:08:12:331 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:08:12:463 STACKGameServerState_Turn_Main.

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

00:08:12:517 STACKGameClientState_Turn_Begin.

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

00:08:12:517 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:12:517 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:12:517 STACK[Kaiju] Total Industry Spent: [24756.21]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:12:517 STACK[Kaiju] Kaiju Empire [Fakir] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:12:517 STACK[Kaiju] Kaiju Empire [Fakir] Industry needed to Spawn: [24000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:12:517 STACK[Kaiju] Total Industry Spent: [24756.21]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:12:577 STACKGameClientState_Turn_Main.

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

00:08:12:751 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:12:751 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:13:685 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:08:14:483 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:14:483 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:14:483 STACKMinor faction (name: 'Silics') has been assimilated by empire 5.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:15:509 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:15:509 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:15:509 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:16:582 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:16:582 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:16:620 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:17:411 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:17:411 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:17:477 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:08:18:275 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:18:275 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:19:538 STACKGotoAndAttack Preprocessor. Attacker=2398, Defender=2096.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:22:369 STACKGotoAndAttack Preprocessor. Attacker=484, Defender=1897.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:22:393 STACKArmyGoToAndAttackInstruction: lock target 1897.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:23:392 STACKArmyGoToAndAttackInstruction: Attack target: 1897

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:23:392 STACKArmyGoToAndAttackInstruction: Unlock target 1897.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:08:26:733 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:10:14:800 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:10:17:295 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:10:17:295 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:10:22:962 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:22:962 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:23:376 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:23:376 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:23:723 STACKGameServerState_Turn_Begin.

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

00:10:25:071 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00005BE7, Ticket: 00001B6B

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:25:071 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 2582, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:25:091 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:26:602 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:26:620 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:26:648 STACKGameServerState_Turn_AI.

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

00:10:26:648 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:26:648 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:27:281 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:10:27:396 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:10:27:579 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:10:27:745 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:10:27:763 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:10:27:913 STACKGameServerState_Turn_Main.

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

00:10:27:977 STACKGameClientState_Turn_Begin.

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

00:10:27:977 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:27:977 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:27:977 STACK[Kaiju] Total Industry Spent: [25234.35]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:28:025 STACKGameClientState_Turn_Main.

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

00:10:28:239 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:28:239 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:28:239 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:29:896 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:29:897 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:30:975 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:30:975 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:30:975 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:32:040 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:32:040 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:33:051 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:33:051 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:33:881 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:33:882 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:36:035 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:36:035 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:36:035 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:10:38:133 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:11:24:881 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:11:24:882 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:11:30:397 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:30:397 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:30:810 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:366 STACKGameServerState_Turn_Begin.

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

00:11:31:366 STACKSeason change: new season 'HeatWave', the new season will end at turn 90 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:584 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:584 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:585 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:586 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:587 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:588 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:589 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:31:590 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:34:781 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:34:809 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:34:845 STACKGameServerState_Turn_AI.

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

00:11:34:845 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:34:845 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:35:263 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:11:35:398 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:11:35:579 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:11:35:746 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:11:35:763 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:11:35:897 STACKGameServerState_Turn_Main.

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

00:11:35:977 STACKGameClientState_Turn_Begin.

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

00:11:35:977 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:35:977 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:35:977 STACK[Kaiju] Total Industry Spent: [25877.79]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:36:033 STACKGameClientState_Turn_Main.

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

00:11:36:211 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:36:211 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:36:211 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:36:211 STACKThe construction 2569 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:37:879 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:37:879 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:38:942 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:38:942 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:38:943 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:39:781 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:39:782 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:40:682 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:40:682 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:40:682 STACKThe construction 2531 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:41:510 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:41:511 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:41:511 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:41:511 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:11:41:511 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:09:807 STACKEmpty default class.... ConstructibleTooltipData

    PanelFeatureEffects_DescriptorProvider+c__Iterator483:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:12:24:114 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:12:24:114 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:12:29:519 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:29:519 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:29:897 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:30:120 STACKGameServerState_Turn_Begin.

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

00:12:32:640 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:32:673 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:32:710 STACKGameServerState_Turn_AI.

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

00:12:32:710 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:32:710 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:33:098 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:12:33:231 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:12:33:414 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:12:33:580 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:12:33:596 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:12:33:950 STACKGameServerState_Turn_Main.

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

00:12:34:023 STACKGameClientState_Turn_Begin.

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

00:12:34:023 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:34:024 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:34:024 STACK[Kaiju] Total Industry Spent: [26322.18]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:34:333 STACKGameClientState_Turn_Main.

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

00:12:34:333 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)
    Kaiju:ChangeToGarrisonMode(System.Reflection.ParameterInfo)
    KaijuCouncil:SpawnKaiju(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:34:334 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)
    KaijuEmpire:AddKaiju(System.Reflection.ParameterInfo)
    KaijuCouncil:SpawnKaiju(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:34:366 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:34:366 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:34:366 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:36:024 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:36:024 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:37:102 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:37:102 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:37:102 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:37:102 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:37:102 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:37:102 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:057 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:057 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:090 STACKGotoAndAttack Preprocessor. Attacker=1588, Defender=2364.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:113 STACKArmyGoToAndAttackInstruction: lock target 2364.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:554 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:554 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectOrbSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:555 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:555 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:763 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:763 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:38:810 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:12:39:617 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:39:617 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:40:233 STACKArmyGoToAndAttackInstruction: Attack target: 2364

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:40:233 STACKArmyGoToAndAttackInstruction: Unlock target 2364.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:12:48:540 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:12:55:063 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:12:55:063 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:13:00:596 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:00:596 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:00:981 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:01:021 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:01:330 STACKGameServerState_Turn_Begin.

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

00:13:04:034 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:04:034 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:04:059 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:04:086 STACKGameServerState_Turn_AI.

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

00:13:04:086 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:04:087 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:04:463 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:580 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:580 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:580 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:580 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:580 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:763 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:930 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:930 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:930 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:930 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:930 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:04:930 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:05:080 STACKGameServerState_Turn_Main.

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

00:13:05:152 STACKGameClientState_Turn_Begin.

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

00:13:05:152 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:05:152 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:05:152 STACK[Kaiju] Total Industry Spent: [27229.27]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:05:197 STACKGameClientState_Turn_Main.

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

00:13:05:382 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:05:382 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:05:382 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:05:382 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00005F53, empire: 48, guid: 2685, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:06:061 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:13:06:062 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:13:06:077 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:13:07:043 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:07:043 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:08:080 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:08:081 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:08:081 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:08:914 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:08:914 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:09:756 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:10:563 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:10:564 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:11:218 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:13:11:851 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:13:37:595 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:13:37:595 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:13:42:998 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:42:998 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:43:502 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:43:787 STACKGameServerState_Turn_Begin.

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

00:13:46:902 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:46:902 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:46:930 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:46:962 STACKGameServerState_Turn_AI.

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

00:13:46:962 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:46:963 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:47:371 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:47:503 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:47:680 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:47:847 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:47:847 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:13:47:980 STACKGameServerState_Turn_Main.

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

00:13:48:049 STACKGameClientState_Turn_Begin.

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

00:13:48:049 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:049 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:049 STACK[Kaiju] Total Industry Spent: [27714.86]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:083 STACKGameClientState_Turn_Main.

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

00:13:48:299 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:299 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:299 STACKThe construction 2669 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:299 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:299 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:48:299 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:49:937 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:49:937 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:49:938 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:49:938 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:50:758 STACKGotoAndAttack Preprocessor. Attacker=2685, Defender=2206.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:50:791 STACKArmyGoToAndAttackInstruction: lock target 2206.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:50:976 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:50:976 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:50:976 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:51:829 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:51:829 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:52:688 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:53:538 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:53:539 STACKThe construction 2674 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:53:539 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:53:539 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:53:539 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:53:783 STACKArmyGoToAndAttackInstruction: Attack target: 2206

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:53:783 STACKArmyGoToAndAttackInstruction: Unlock target 2206.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:13:55:313 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:13:55:314 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:14:43:313 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:14:43:313 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:14:48:553 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:48:554 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:48:968 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:49:180 STACKGameServerState_Turn_Begin.

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

00:14:51:977 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:51:977 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:52:003 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:52:031 STACKGameServerState_Turn_AI.

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

00:14:52:031 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:52:031 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:52:432 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:14:52:564 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:14:52:764 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:14:52:965 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:14:52:965 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:14:53:101 STACKGameServerState_Turn_Main.

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

00:14:53:179 STACKGameClientState_Turn_Begin.

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

00:14:53:179 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:179 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:179 STACK[Kaiju] Total Industry Spent: [28336.5]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:219 STACKGameClientState_Turn_Main.

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

00:14:53:415 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:415 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:415 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:416 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00006219, empire: 32, guid: 2713, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:457 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000621A, empire: 28, guid: 2717, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:491 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000621B, empire: 11, guid: 2720, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:53:519 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:55:100 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:55:101 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:55:101 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:55:101 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:55:101 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:56:144 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:56:144 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:56:144 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:56:144 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:56:144 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:56:144 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:022 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:022 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:022 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:022 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:022 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:022 STACKThe construction 2653 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:839 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:839 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:839 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:839 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:57:839 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:58:704 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:58:704 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:58:728 STACKThe construction 2590 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:58:785 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:15:03:830 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 2251, level: 2.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:15:03:831 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:15:03:831 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:15:03:831 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000062CA, empire: 53, guid: 2251, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:15:03:870 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:15:03:871 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:15:03:887 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:15:08:904 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:16:24:646 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:17:44:235 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:58:667 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:18:58:667 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:19:04:230 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:04:230 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,AICommanderMission_ExplorationDefault,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:04:670 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:04:911 STACKGameServerState_Turn_Begin.

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

00:19:07:853 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:853 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:879 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:908 STACKGameServerState_Turn_AI.

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

00:19:07:909 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:909 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:08:297 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:19:08:431 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:19:08:630 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:19:08:814 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:19:08:814 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:19:08:963 STACKGameServerState_Turn_Main.

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

00:19:09:060 STACKGameClientState_Turn_Begin.

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

00:19:09:060 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:060 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:060 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:060 STACK[Kaiju] Total Industry Spent: [28842.29]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:111 STACKGameClientState_Turn_Main.

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

00:19:09:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:289 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:289 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:289 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:289 STACKThe construction 2723 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:163 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:163 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:364 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:12:181 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:12:181 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:13:218 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:13:218 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:105 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:105 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:105 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:105 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:105 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:106 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:106 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:106 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:664 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

00:19:14:664 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

00:19:14:914 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:14:914 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:18:225 STACKGotoAndAttack Preprocessor. Attacker=2035, Defender=1662.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:18:225 STACKOrder preprocessing failed because the defender is moving. Attacker=2035, Defender=1662.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:20:073 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:19:20:074 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:19:23:306 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:20:31:417 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:20:55:909 STACKDisableMapBoostEffects: MapBoostFx is null

    WorldArmy:DisableMapBoostEffects()
    WorldArmy:Army_HeroChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Garrison:OnHeroChange(System.Reflection.ParameterInfo)
    Garrison:SetHero(System.Reflection.ParameterInfo)
    Army:SetHero(System.Reflection.ParameterInfo)
    DepartmentOfEducation:ChangeAssignment(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator21F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:55:909 STACKDisableMapBoostEffects: MapBoostFx is null

    WorldArmy:DisableMapBoostEffects()
    WorldArmy:Army_HeroChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Garrison:OnHeroChange(System.Reflection.ParameterInfo)
    Garrison:SetHero(System.Reflection.ParameterInfo)
    Army:SetHero(System.Reflection.ParameterInfo)
    DepartmentOfEducation:ChangeAssignment(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator21F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:55:909 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation:ChangeAssignment(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator21F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:55:910 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation:ChangeAssignment(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator21F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:59:229 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:24:59:229 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:25:04:876 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:04:876 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:06:374 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:06:426 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:06:667 STACKGameServerState_Turn_Begin.

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

00:25:09:598 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:09:598 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:09:633 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:09:672 STACKGameServerState_Turn_AI.

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

00:25:09:672 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:09:672 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:10:034 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:25:10:147 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:25:10:168 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:25:10:359 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:25:10:550 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:25:10:550 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:25:10:701 STACKGameServerState_Turn_Main.

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

00:25:10:787 STACKGameClientState_Turn_Begin.

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

00:25:10:787 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:10:787 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:10:787 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:10:787 STACK[Kaiju] Total Industry Spent: [29503.88]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:10:859 STACKGameClientState_Turn_Main.

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

00:25:11:027 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:11:027 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:11:027 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:11:027 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000067E8, empire: 33, guid: 2777, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:11:062 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:12:677 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:25:12:677 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:25:12:953 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:12:953 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:12:953 STACKThe construction 2701 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:14:014 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:14:014 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:14:014 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:15:072 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:15:072 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:16:111 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:16:111 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:16:803 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:25:17:169 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:17:169 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:20:890 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:25:20:890 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:25:20:916 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:25:55:646 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:55:646 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

00:25:56:350 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:56:350 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

00:25:56:766 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:56:767 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

00:26:48:807 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:26:48:807 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:26:56:068 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:56:068 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:56:556 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:56:953 STACKGameServerState_Turn_Begin.

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

00:26:56:954 STACKSeason change: new season 'Summer', the new season will end at turn 97 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:56:993 STACKArmy_MapBoostChange: Trying to remove a boostFx that is null

    WorldArmy:Army_MapBoostChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:CheckMapBoostOnUnits()
    Unit:RemoveMapBoost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveEffectFromUnits(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveAllBoostsEffects()
    MapBoostManager:RemoveMapBoosts()
    GameClient+c__Iterator6D4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:57:069 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:00:057 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:00:057 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:00:077 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:00:112 STACKGameServerState_Turn_AI.

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

00:27:00:112 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:00:112 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:00:751 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:27:00:921 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:27:01:116 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:27:01:300 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:27:01:316 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:27:01:465 STACKGameServerState_Turn_Main.

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

00:27:01:518 STACKGameClientState_Turn_Begin.

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

00:27:01:518 STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:518 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:518 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:518 STACK[Kaiju] Total Industry Spent: [30128.14]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:563 STACKGameClientState_Turn_Main.

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

00:27:01:746 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:746 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:746 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:746 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000697D, empire: 23, guid: 2817, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:770 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:770 STACKThe construction 2780 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:03:613 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:03:614 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:04:439 STACKPreprocessor failed because the tile (42,67) is not stopable for army 2788.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:04:620 STACKPreprocessor failed because the tile (49,52) is not stopable for army 2096.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:04:680 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:04:681 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:04:681 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:05:552 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:27:05:712 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:05:712 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:05:712 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:05:772 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:27:06:554 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:06:554 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:171 STACKGotoAndAttack Preprocessor. Attacker=2787, Defender=1662.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:186 STACKArmyGoToAndAttackInstruction: lock target 1662.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:186 STACKPreprocessor failed because the tile (49,12) is not passable for army 2787.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:186 STACKPreprocessor failed because the tile (49,12) is not stopable for army 2787.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:186 STACKArmyGoToAndAttackInstruction: Unlock target 1662.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:396 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:396 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:611 STACKGotoAndAttack Preprocessor. Attacker=2035, Defender=2398.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:637 STACKPreprocessor failed because the tile (49,51) is not stopable for army 2095.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:10:808 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:28:00:234 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:28:00:234 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:28:00:912 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:01:248 STACKGameServerState_Turn_Begin.

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

00:28:04:159 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:04:159 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:04:188 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:04:230 STACKGameServerState_Turn_AI.

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

00:28:04:230 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:04:230 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:04:667 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:28:04:802 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:28:05:003 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:28:05:201 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:28:05:201 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:28:05:360 STACKGameServerState_Turn_Main.

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

00:28:05:421 STACKGameClientState_Turn_Begin.

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

00:28:05:421 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:421 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:421 STACK[Kaiju] Total Industry Spent: [31078.45]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:463 STACKGameClientState_Turn_Main.

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

00:28:05:683 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:683 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:683 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:709 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:07:218 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CleanGarrisonAfterEncounter(System.Reflection.ParameterInfo)
    Garrison:CleanAfterEncounter(System.Reflection.ParameterInfo)
    GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:07:219 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CleanGarrisonAfterEncounter(System.Reflection.ParameterInfo)
    Garrison:CleanAfterEncounter(System.Reflection.ParameterInfo)
    GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:07:299 STACKLOCKING: AICommanderMission_ExplorationDefault tries to recruit Army assigned to AICommanderMission_PacifyVillage

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:07:524 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:07:524 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:08:601 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:08:601 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:08:601 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:09:205 STACKPreprocessor failed because the tile (50,16) is not stopable for army 2787.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:09:649 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:09:649 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:10:360 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:28:10:701 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:10:701 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:11:575 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:11:575 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:08:418 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:29:08:419 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:29:10:502 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:10:502 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:10:855 STACKGameServerState_Turn_Begin.

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

00:29:12:249 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00006BEE, Ticket: 00002224

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:12:249 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 2848, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:12:275 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:13:769 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:13:769 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:13:802 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:13:835 STACKGameServerState_Turn_AI.

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

00:29:13:835 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:13:835 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:14:267 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:29:14:399 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:29:14:857 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:29:15:049 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:29:15:049 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:29:15:203 STACKGameServerState_Turn_Main.

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

00:29:15:268 STACKGameClientState_Turn_Begin.

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

00:29:15:268 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:268 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:268 STACK[Kaiju] Total Industry Spent: [31740.16]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:311 STACKGameClientState_Turn_Main.

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

00:29:15:507 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:507 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:507 STACKThe construction 2753 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:507 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:507 STACKThe construction 2834 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:16:951 STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_FrontierHarass

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:17:376 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:17:376 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:17:537 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:17:537 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:17:537 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:18:631 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:18:631 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:18:631 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:19:720 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:19:720 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:20:767 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:20:767 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:21:405 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:29:21:858 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:21:858 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:23:635 STACKTeleporting to City#913

    ArmyAction_Teleport:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ArmyActionTeleportWorldCursor:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

00:29:25:630 STACKGotoAndAttack Preprocessor. Attacker=2398, Defender=2720.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:10:772 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:30:10:772 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:30:15:951 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:15:951 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:16:386 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:16:641 STACKGameServerState_Turn_Begin.

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

00:30:19:323 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:19:324 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:19:344 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:19:373 STACKGameServerState_Turn_AI.

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

00:30:19:373 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:19:373 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:20:034 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:20:168 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:20:363 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:20:567 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:20:567 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:20:717 STACKGameServerState_Turn_Main.

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

00:30:20:772 STACKGameClientState_Turn_Begin.

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

00:30:20:772 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:20:772 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:20:772 STACK[Kaiju] Total Industry Spent: [32275.12]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:20:808 STACKGameClientState_Turn_Main.

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

00:30:21:012 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:21:012 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:21:035 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:21:035 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:21:035 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:22:025 STACKGotoAndAttack Preprocessor. Attacker=2398, Defender=2720.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:22:045 STACKArmyGoToAndAttackInstruction: lock target 2720.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:22:238 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:22:905 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:22:906 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:22:906 STACKThe construction 2838 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:23:979 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:23:979 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:23:979 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:23:979 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:24:633 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:30:25:072 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:25:072 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:26:103 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:26:103 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:26:161 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:30:27:179 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:27:180 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:27:180 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:27:180 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:27:180 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:28:050 STACKArmyGoToAndAttackInstruction: Unlock target 2720.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:40:314 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:30:40:314 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:30:43:267 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:43:305 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:43:713 STACKGameServerState_Turn_Begin.

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

00:30:45:180 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00006EDC, Ticket: 00002341

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:45:180 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 2879, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:45:203 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:46:693 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:46:693 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:46:726 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:46:774 STACKGameServerState_Turn_AI.

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

00:30:46:774 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:46:774 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:47:218 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:218 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:218 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:218 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:218 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:368 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:584 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:784 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:784 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:30:47:934 STACKGameServerState_Turn_Main.

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

00:30:47:990 STACKGameClientState_Turn_Begin.

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

00:30:47:990 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:47:990 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:47:990 STACK[Kaiju] Total Industry Spent: [32957.08]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:48:019 STACKGameClientState_Turn_Main.

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

00:30:48:464 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:48:464 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:48:464 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:48:464 STACKThe construction 2861 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:49:776 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:30:50:141 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:50:141 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:51:376 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:51:376 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:51:376 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:52:443 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:52:443 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:53:515 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:53:515 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:54:603 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:54:603 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:55:901 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:31:25:721 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:31:25:721 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:31:26:700 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:26:740 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:26:940 STACKGameServerState_Turn_Begin.

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

00:31:26:981 STACK[Quest] Applying quest world effect QuestWorldEffect#0003 for 10 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:29:766 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:29:767 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:29:786 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:29:823 STACKGameServerState_Turn_AI.

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

00:31:29:823 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:29:823 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:30:268 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:31:30:435 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:31:30:635 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:31:30:833 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:31:30:833 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:31:30:965 STACKGameServerState_Turn_Main.

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

00:31:31:031 STACKGameClientState_Turn_Begin.

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

00:31:31:031 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:31:031 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:31:031 STACK[Kaiju] Total Industry Spent: [33854.45]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:31:078 STACKGameClientState_Turn_Main.

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

00:31:31:279 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:31:279 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:31:279 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000070A5, empire: 36, guid: 2901, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:33:173 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:33:173 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:34:247 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:34:247 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:34:248 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:35:307 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:35:307 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:36:350 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:37:414 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:37:414 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:41:599 STACKPreprocessor failed because the tile (57,4) is not stopable for army 2035.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:42:726 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:32:25:541 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:32:25:541 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:32:31:017 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:31:017 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:34:493 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:34:772 STACKGameServerState_Turn_Begin.

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

00:32:37:817 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:37:817 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:37:848 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:37:884 STACKGameServerState_Turn_AI.

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

00:32:37:884 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:37:884 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:38:292 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:38:439 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:38:636 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:38:840 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:38:840 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:38:992 STACKGameServerState_Turn_Main.

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

00:32:39:055 STACKGameClientState_Turn_Begin.

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

00:32:39:055 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:39:055 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:39:055 STACK[Kaiju] Total Industry Spent: [34502.41]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:39:092 STACKGameClientState_Turn_Main.

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

00:32:39:284 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:39:284 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:39:284 STACKThe construction 2905 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:41:194 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:41:195 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:41:195 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:41:195 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:42:285 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:42:285 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:42:285 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:43:328 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:43:328 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:43:399 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:32:44:014 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:32:44:343 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:45:373 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:45:373 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:45:373 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:45:373 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:45:373 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:50:670 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=2879.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:50:695 STACKArmyGoToAndAttackInstruction: lock target 2879.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:51:697 STACKArmyGoToAndAttackInstruction: Unlock target 2879.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:53:270 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:32:53:270 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:32:54:457 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:55:008 STACKGameServerState_Turn_Begin.

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

00:32:55:008 STACKSeason change: new season 'Winter', the new season will end at turn 104 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:55:009 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:58:442 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:58:442 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:58:480 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:58:513 STACKGameServerState_Turn_AI.

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

00:32:58:513 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:58:513 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:58:892 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:58:909 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:58:909 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:58:909 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:58:909 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:043 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock2 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:044 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:146 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:262 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock8 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:279 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:481 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:481 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:498 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:631 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:32:59:664 STACKGameServerState_Turn_Main.

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

00:32:59:744 STACKGameClientState_Turn_Begin.

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

00:32:59:744 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:59:744 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:59:744 STACK[Kaiju] Total Industry Spent: [35576.63]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:59:790 STACKGameClientState_Turn_Main.

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

00:32:59:985 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:59:985 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:01:505 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:33:01:863 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:01:863 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:01:863 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:01:863 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:01:863 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:02:898 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:33:02:898 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:02:898 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:02:898 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:02:898 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:02:898 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:02:898 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:03:967 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:700 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:33:04:833 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:833 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:833 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:833 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:833 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:834 STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:834 STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:834 STACKBooster BoosterCadavers does not have an activations counter property named 'BoosterCadaversActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:05:674 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:10:224 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:33:10:224 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:33:11:394 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:11:661 STACKGameServerState_Turn_Begin.

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

00:33:14:929 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:14:930 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:14:957 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:14:994 STACKGameServerState_Turn_AI.

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

00:33:14:994 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:14:994 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:15:399 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:15:580 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:15:830 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:16:045 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:16:045 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:16:230 STACKGameServerState_Turn_Main.

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

00:33:16:299 STACKGameClientState_Turn_Begin.

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

00:33:16:299 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:16:299 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:16:299 STACK[Kaiju] Total Industry Spent: [36068.04]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:16:349 STACKGameClientState_Turn_Main.

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

00:33:16:532 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:16:532 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:16:532 STACKThe construction 2916 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:17:770 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:17:770 STACKOrder preprocessing failed because the defender is a ship. Attacker=2855, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:18:397 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:18:397 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:19:436 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:19:436 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:19:436 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:19:651 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:33:19:651 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:33:20:511 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:20:511 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKThe construction 2886 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:564 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:22:441 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:22:442 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:22:485 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:22:485 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:22:485 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:27:474 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:27:474 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:27:900 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:28:170 STACKGameServerState_Turn_Begin.

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

00:33:31:106 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:31:107 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:31:127 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:31:155 STACKGameServerState_Turn_AI.

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

00:33:31:155 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:31:155 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:31:554 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:31:722 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:31:953 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:32:169 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:32:169 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:33:32:352 STACKGameServerState_Turn_Main.

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

00:33:32:412 STACKGameClientState_Turn_Begin.

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

00:33:32:412 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:412 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:412 STACK[Kaiju] Total Industry Spent: [36670.3]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:456 STACKGameClientState_Turn_Main.

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

00:33:32:642 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKThe construction 2931 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000757B, Ticket: 00002545, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000757C, Ticket: 00002546, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000757D, Ticket: 00002547, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000757E, Ticket: 00002548, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:642 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:34:535 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:34:535 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:34:535 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075C1, Ticket: 00002566, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:34:535 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075C2, Ticket: 00002567, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:34:535 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075C3, Ticket: 00002568, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:614 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:614 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:614 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:614 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075D1, Ticket: 0000256D, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:637 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075D2, Ticket: 0000256E, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:637 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075D3, Ticket: 0000256F, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:637 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075D4, Ticket: 00002570, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:743 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:743 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:743 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:743 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:743 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:768 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075E6, Ticket: 0000257B, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:768 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075E7, Ticket: 0000257C, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:768 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075E8, Ticket: 0000257D, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:768 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000075E9, Ticket: 0000257E, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:37:780 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:37:780 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:37:780 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000760B, Ticket: 00002591, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:37:780 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000760C, Ticket: 00002592, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:37:780 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000760D, Ticket: 00002593, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:38:858 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:38:858 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:38:858 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00007617, Ticket: 00002597, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:38:858 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00007618, Ticket: 00002598, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:38:858 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00007619, Ticket: 00002599, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:38:858 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000761A, Ticket: 0000259A, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:42:364 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00007635, Class: EmpirePlanMilitary Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:42:364 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00007636, Class: EmpirePlanKnowledge Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:42:364 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00007637, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:42:364 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00007638, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:16:338 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:34:16:338 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:34:22:093 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:22:093 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:22:638 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:22:930 STACKGameServerState_Turn_Begin.

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

00:34:25:806 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:25:806 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:25:827 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:25:869 STACKGameServerState_Turn_AI.

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

00:34:25:869 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:25:869 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:26:275 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:34:26:420 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:34:26:881 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:34:27:093 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:34:27:108 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:34:27:303 STACKGameServerState_Turn_Main.

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

00:34:27:359 STACKGameClientState_Turn_Begin.

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

00:34:27:359 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:27:359 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:27:359 STACK[Kaiju] Total Industry Spent: [37113.88]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:27:411 STACKGameClientState_Turn_Main.

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

00:34:27:598 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:27:598 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:29:706 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:29:706 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:30:813 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:30:813 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:31:830 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:31:830 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:32:671 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:32:672 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:33:518 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:33:518 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:00:583 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:35:00:583 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:35:06:073 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:06:073 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Pacification,,,AICommanderMission_ExplorationDefault

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:06:490 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:06:490 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:06:490 STACK[Desync] 'PointOfInterest#422' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:06:721 STACKGameServerState_Turn_Begin.

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

00:35:09:438 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:09:438 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:09:469 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:09:507 STACKGameServerState_Turn_AI.

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

00:35:09:507 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:09:507 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:09:896 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:35:10:340 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:35:10:604 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:35:10:819 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:35:10:836 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:35:11:019 STACKGameServerState_Turn_Main.

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

00:35:11:076 STACKGameClientState_Turn_Begin.

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

00:35:11:076 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:076 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:076 STACK[Kaiju] Total Industry Spent: [37671.59]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:148 STACKGameClientState_Turn_Main.

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

00:35:11:323 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:323 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:323 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:323 STACKThe construction 2993 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:13:015 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:35:13:217 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:13:217 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:14:262 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:14:262 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:14:262 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:15:304 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:15:304 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:16:145 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:16:145 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:16:983 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:16:983 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:26:359 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 2253, level: 2.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:35:26:359 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:35:26:359 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:35:26:392 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000078CD, empire: 53, guid: 2253, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:39:500 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:41:53:416 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:41:53:417 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:41:58:949 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:41:58:949 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:02:553 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:02:554 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:02:554 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:02:554 STACK[Desync] 'PointOfInterest#372' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:03:203 STACKGameServerState_Turn_Begin.

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

00:42:04:636 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00007D02, Ticket: 00002A89

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:04:636 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 3025, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:04:669 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:06:414 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:06:414 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:06:443 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:06:483 STACKGameServerState_Turn_AI.

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

00:42:06:483 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:06:483 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:06:889 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:42:07:039 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:42:07:288 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:42:07:488 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:42:07:488 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:42:07:689 STACKGameServerState_Turn_Main.

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

00:42:07:754 STACKGameClientState_Turn_Begin.

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

00:42:07:754 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:07:754 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:07:754 STACK[Kaiju] Total Industry Spent: [38815.65]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:07:830 STACKGameClientState_Turn_Main.

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

00:42:07:991 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:07:991 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:07:991 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00007D47, empire: 26, guid: 3029, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:09:488 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:42:10:129 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:10:129 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:11:467 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:11:467 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:11:467 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:12:523 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:12:524 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:13:576 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:13:576 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:14:434 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:14:434 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:14:987 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:14:988 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:42:14:988 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:25:309 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:44:25:309 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:44:26:395 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:26:395 STACKpointOfInterest.SwapDescriptor from AffinityMappingRovingClans to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:26:395 STACK[Desync] 'PointOfInterest#338' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:26:695 STACKGameServerState_Turn_Begin.

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

00:44:29:511 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:29:511 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:29:538 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:29:572 STACKGameServerState_Turn_AI.

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

00:44:29:572 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:29:572 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:29:940 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:44:30:309 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock8 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:44:30:309 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:44:30:585 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:44:30:791 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:44:30:807 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:44:31:005 STACKGameServerState_Turn_Main.

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

00:44:31:060 STACKGameClientState_Turn_Begin.

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

00:44:31:060 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:31:060 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:31:060 STACK[Kaiju] Total Industry Spent: [39609.38]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:31:106 STACKGameClientState_Turn_Main.

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

00:44:31:297 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:31:297 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:31:297 STACKThe construction 3034 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:32:336 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:32:336 STACKOrder preprocessing failed because the defender is moving. Attacker=2855, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:428 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:33:960 STACKPreprocessor failed because the tile (48,46) is not stopable for army 2095.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:34:655 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:34:656 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:34:656 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:35:700 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:35:700 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:35:700 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:35:700 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:35:700 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:36:776 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:36:776 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:37:908 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:44:37:908 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:38:051 STACKPreprocessor failed because the tile (24,25) is not stopable for army 3067.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:45:920 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:45:45:921 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:45:51:617 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:51:617 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:52:059 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:52:059 STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:52:059 STACK[Desync] 'PointOfInterest#426' has been reattached to 'City#962' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:52:705 STACKGameServerState_Turn_Begin.

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

00:45:52:705 STACKSeason change: new season 'Summer', the new season will end at turn 107 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:52:705 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:52:825 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:45:52:825 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:45:52:825 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:45:52:825 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:45:52:825 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:45:52:825 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:45:52:825 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:45:54:200 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00007FD0, Ticket: 00002BC5

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:54:200 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 3072, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:54:217 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:55:669 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:55:669 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:55:689 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:55:733 STACKGameServerState_Turn_AI.

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

00:45:55:733 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:55:733 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:56:121 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:45:56:290 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:45:56:357 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock14.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:45:56:475 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock8.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:45:56:489 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:45:56:705 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:45:56:705 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:45:56:879 STACKGameServerState_Turn_Main.

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

00:45:56:947 STACKGameClientState_Turn_Begin.

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

00:45:56:947 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:56:947 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:56:947 STACK[Kaiju] Total Industry Spent: [40501.45]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:57:018 STACKGameClientState_Turn_Main.

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

00:45:57:019 STACK[Quest] Removing quest world effect: QuestWorldEffect#0003

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:57:174 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:57:174 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:57:174 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:57:852 STACKPreprocessor failed because the tile (47,46) is not stopable for army 2095.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:57:998 STACKGotoAndAttack Preprocessor. Attacker=2577, Defender=2017.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:58:224 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=2021.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:58:224 STACKOrder preprocessing failed because the defender is moving. Attacker=2855, Defender=2021.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:59:059 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:45:59:060 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:00:298 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:00:298 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:00:298 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:01:353 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:01:353 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:01:767 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:01:767 STACKOrder preprocessing failed because the defender is moving. Attacker=2855, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:02:410 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:02:410 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:02:410 STACKThe construction 2998 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:03:078 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:46:03:251 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:03:251 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:46:09:438 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:19:724 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:48:19:724 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:48:26:109 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:26:109 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:29:549 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:30:063 STACKGameServerState_Turn_Begin.

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

00:48:32:822 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:32:822 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:32:845 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:32:876 STACKGameServerState_Turn_AI.

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

00:48:32:876 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:32:876 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:33:289 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:33:472 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:33:691 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:33:911 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:33:927 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:34:089 STACKGameServerState_Turn_Main.

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

00:48:34:144 STACKGameClientState_Turn_Begin.

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

00:48:34:144 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:34:144 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:34:144 STACK[Kaiju] Total Industry Spent: [41097.95]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:34:192 STACKGameClientState_Turn_Main.

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

00:48:34:394 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:34:394 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:34:394 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:36:283 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:36:283 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:37:676 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:37:677 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:37:677 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:38:711 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:38:711 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:39:192 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:48:39:787 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:39:787 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:40:856 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:40:856 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:40:873 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:48:47:308 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:48:47:308 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:48:53:378 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:53:378 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:53:865 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:53:908 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:54:074 STACKGameServerState_Turn_Begin.

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

00:48:56:725 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:56:725 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:56:752 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:56:784 STACKGameServerState_Turn_AI.

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

00:48:56:784 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:56:784 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:57:173 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:57:340 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:57:802 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:58:093 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:58:110 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:48:58:262 STACKGameServerState_Turn_Main.

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

00:48:58:320 STACKGameClientState_Turn_Begin.

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

00:48:58:320 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:58:320 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:58:320 STACK[Kaiju] Total Industry Spent: [41830.78]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:58:362 STACKGameClientState_Turn_Main.

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

00:48:58:560 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:58:560 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:58:561 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:58:561 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:58:561 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:48:59:201 STACKPreprocessor failed because the tile (47,47) is not stopable for army 2095.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:00:427 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:00:427 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:00:427 STACKThe construction 2906 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:01:532 STACKGotoAndAttack Preprocessor. Attacker=2017, Defender=2206.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:01:532 STACKOrder preprocessing failed because the defender is moving. Attacker=2017, Defender=2206.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:01:678 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:01:678 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:01:678 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:02:502 STACKGotoAndAttack Preprocessor. Attacker=2963, Defender=2095.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:02:502 STACKOrder preprocessing failed because the defender is moving. Attacker=2963, Defender=2095.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:02:938 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:03:992 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:03:993 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:04:269 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:49:05:037 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:05:037 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:05:037 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:05:037 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:05:037 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:17:573 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 2255, level: 2.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:49:17:573 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:49:17:573 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

00:49:17:610 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00008450, empire: 53, guid: 2255, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:49:21:886 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:55:42:105 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:55:42:105 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:55:42:733 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:138 STACKGameServerState_Turn_Begin.

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

00:55:43:138 STACKSeason change: new season 'HeatWave', the new season will end at turn 114 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:326 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:327 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:328 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:329 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:43:329 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:46:660 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:46:660 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:46:695 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:46:736 STACKGameServerState_Turn_AI.

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

00:55:46:736 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:46:736 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:47:140 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:55:47:321 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:55:47:531 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:55:47:996 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:55:48:019 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:55:48:187 STACKGameServerState_Turn_Main.

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

00:55:48:275 STACKGameClientState_Turn_Begin.

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

00:55:48:275 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:275 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:275 STACK[Kaiju] Total Industry Spent: [42312.02]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:314 STACKGameClientState_Turn_Main.

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

00:55:48:517 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:517 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:517 STACKThe construction 3116 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:517 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:552 STACKRegister new contract DiplomaticContract 3205 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:48:608 STACKContract 3205 pass from state Negotiation to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:50:250 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:55:50:439 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:50:484 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:50:484 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:50:484 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:51:263 STACKGotoAndAttack Preprocessor. Attacker=2963, Defender=2095.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:51:264 STACKOrder preprocessing failed because the defender is moving. Attacker=2963, Defender=2095.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:51:695 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:51:695 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:51:695 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:52:797 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:52:797 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:52:797 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:52:797 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:52:797 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:52:927 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:55:53:869 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:54:880 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:55:54:880 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:56:03:362 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

00:56:06:203 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:56:56:890 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:56:56:890 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:57:02:310 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:02:310 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,AICommanderMission_Pacification,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:02:811 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:03:260 STACKGameServerState_Turn_Begin.

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

00:57:06:045 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:06:045 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:06:086 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:06:115 STACKGameServerState_Turn_AI.

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

00:57:06:115 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:06:115 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:06:497 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:57:06:671 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:57:06:886 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:57:07:082 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:57:07:100 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:57:07:255 STACKGameServerState_Turn_Main.

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

00:57:07:342 STACKGameClientState_Turn_Begin.

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

00:57:07:342 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:07:342 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:07:343 STACK[Kaiju] Total Industry Spent: [42938.64]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:07:398 STACKGameClientState_Turn_Main.

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

00:57:07:583 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:07:583 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:07:583 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:09:487 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:09:487 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:10:829 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:10:829 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:10:829 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:11:651 STACKGotoAndAttack Preprocessor. Attacker=2017, Defender=2206.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:11:675 STACKArmyGoToAndAttackInstruction: lock target 2206.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:079 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:079 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:688 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:688 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:688 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_CanDefeatTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectCreepingNodeTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:12:689 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:DoExecute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:123 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:123 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:123 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:123 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:123 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:123 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:123 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:674 STACKArmyGoToAndAttackInstruction: Attack target: 2206

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:675 STACKArmyGoToAndAttackInstruction: Unlock target 2206.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:801 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:801 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:13:801 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:14:401 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:14:401 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:14:458 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:14:458 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:14:458 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:14:613 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CleanGarrisonAfterEncounter(System.Reflection.ParameterInfo)
    Garrison:CleanAfterEncounter(System.Reflection.ParameterInfo)
    GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:57:57:587 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:57:57:587 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:58:03:158 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:03:158 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:03:650 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:04:016 STACKGameServerState_Turn_Begin.

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

00:58:06:914 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:06:914 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:06:945 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:06:997 STACKGameServerState_Turn_AI.

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

00:58:06:997 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:06:997 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:07:416 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:58:07:564 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:58:07:794 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:58:08:012 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:58:08:031 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:58:08:188 STACKGameServerState_Turn_Main.

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

00:58:08:273 STACKGameClientState_Turn_Begin.

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

00:58:08:273 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:08:273 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:08:273 STACK[Kaiju] Total Industry Spent: [43630.83]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:08:346 STACKGameClientState_Turn_Main.

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

00:58:08:520 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:08:520 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:08:520 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00008814, empire: 37, guid: 3233, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:08:547 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:10:261 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:10:261 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:10:261 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:10:261 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:10:261 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:10:261 STACKThe construction 3207 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:11:544 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:11:544 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:11:544 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:12:598 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:12:598 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:13:665 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:13:665 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:14:013 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:58:14:909 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:58:35:305 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    LoadSaveModalPanel:OnConfirmFileSaveOverwrite(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessagePanel:OnButton1CB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

00:58:35:305 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    LoadSaveModalPanel:OnConfirmFileSaveOverwrite(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessagePanel:OnButton1CB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

00:58:57:077 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:58:57:077 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:59:00:118 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:00:581 STACKGameServerState_Turn_Begin.

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

00:59:03:636 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:03:636 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:03:673 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:03:725 STACKGameServerState_Turn_AI.

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

00:59:03:725 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:03:725 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:04:135 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:59:04:307 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:59:04:539 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:59:04:784 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:59:04:784 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

00:59:04:955 STACKGameServerState_Turn_Main.

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

00:59:05:057 STACKGameClientState_Turn_Begin.

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

00:59:05:057 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:05:057 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:05:057 STACK[Kaiju] Total Industry Spent: [44564.06]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:05:118 STACKGameClientState_Turn_Main.

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

00:59:05:315 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:05:315 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:05:315 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:06:948 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:59:07:039 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:07:039 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:08:155 STACKGotoAndAttack Preprocessor. Attacker=2327, Defender=2571.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:08:155 STACKOrder preprocessing failed because the defender is moving. Attacker=2327, Defender=2571.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:08:362 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:08:362 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:08:487 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

00:59:09:634 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:09:634 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:10:696 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:10:696 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:768 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:768 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:841 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:841 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:841 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:841 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:841 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:11:841 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:16:664 STACKGotoAndAttack Preprocessor. Attacker=3243, Defender=3072.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:16:696 STACKArmyGoToAndAttackInstruction: lock target 3072.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:17:706 STACKArmyGoToAndAttackInstruction: Attack target: 3072

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:17:707 STACKArmyGoToAndAttackInstruction: Unlock target 3072.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

00:59:23:187 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:00:47:533 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:00:47:533 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:00:52:813 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:52:813 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:53:370 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:53:370 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:53:370 STACK[Desync] 'PointOfInterest#442' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:53:460 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:53:806 STACKGameServerState_Turn_Begin.

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

01:00:56:815 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:56:815 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:56:844 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:56:885 STACKGameServerState_Turn_AI.

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

01:00:56:885 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:56:885 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:57:291 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:00:57:447 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:00:57:663 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:00:57:898 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:00:57:898 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:00:58:075 STACKGameServerState_Turn_Main.

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

01:00:58:166 STACKGameClientState_Turn_Begin.

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

01:00:58:166 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:58:166 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:58:166 STACK[Kaiju] Total Industry Spent: [45337.48]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:58:547 STACKGameClientState_Turn_Main.

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

01:00:58:656 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:58:656 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:59:840 STACKGotoAndAttack Preprocessor. Attacker=3243, Defender=3072.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:00:59:840 STACKOrder preprocessing failed because the defender is moving. Attacker=3243, Defender=3072.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:00:262 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:00:262 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:01:544 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:01:544 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:01:544 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:01:544 STACKThe construction 3211 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:01:544 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:01:544 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:01:545 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:02:602 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:02:603 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:02:872 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:01:03:529 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:01:03:641 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:03:641 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:04:693 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:04:694 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:04:694 STACKThe construction 3259 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:01:06:357 STACKGotoAndAttack Preprocessor. Attacker=3243, Defender=2096.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:02:11:084 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:05:36:430 STACKAudio source can't play event because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FxManager:PlaySound(System.Reflection.ParameterInfo)
    FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldBattleUnit:ReceiveHit(System.Reflection.ParameterInfo)
    WorldBattleUnit+HitInformation:ApplyHit(System.Reflection.ParameterInfo)
    WorldBattleUnit:ApplyHitInformationGivenByApplicationMethod(System.Reflection.ParameterInfo)
    WorldBattleEventBattleEffect:Execute()
    WorldBattleUnit:EventUpdate()
    WorldBattleUnit:Update()

01:06:49:657 STACKAudio source can't play event because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FxManager:PlaySound(System.Reflection.ParameterInfo)
    FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldBattleUnit:ReceiveHit(System.Reflection.ParameterInfo)
    WorldBattleUnit+HitInformation:ApplyHit(System.Reflection.ParameterInfo)
    WorldBattleUnit:ApplyHitInformationGivenByApplicationMethod(System.Reflection.ParameterInfo)
    WorldBattleEventBattleEffect:Execute()
    WorldBattleUnit:EventUpdate()
    WorldBattleUnit:Update()

01:07:44:354 STACKTransferring units to Army#2764 by teleport.

    ArmyAction_Teleport:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ArmyActionTeleportWorldCursor:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

01:08:06:988 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:08:06:989 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:08:12:893 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:12:893 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Pacification,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:317 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:318 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:318 STACK[Desync] 'PointOfInterest#123' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:318 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:318 STACK[Desync] 'PointOfInterest#124' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:318 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:367 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:15:603 STACKGameServerState_Turn_Begin.

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

01:08:16:890 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00008DB3, Ticket: 00003152

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:16:890 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 3286, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:16:908 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:18:279 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:18:280 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:18:321 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:18:367 STACKGameServerState_Turn_AI.

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

01:08:18:368 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:18:368 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:18:745 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:18:913 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:18:931 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:18:931 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:18:931 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:19:157 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:19:395 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:19:396 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:19:414 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:19:414 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:19:414 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:08:19:569 STACKGameServerState_Turn_Main.

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

01:08:19:645 STACKGameClientState_Turn_Begin.

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

01:08:19:645 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:19:645 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:19:645 STACK[Kaiju] Total Industry Spent: [46599.71]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:19:708 STACKGameClientState_Turn_Main.

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

01:08:19:882 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:19:883 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:19:883 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:22:042 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:22:042 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:22:635 STACKPreprocessor failed because the tile (45,10) is not stopable for army 3281.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:23:359 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:23:359 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:23:359 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:23:530 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:23:531 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:23:531 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:24:251 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:08:24:617 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:24:617 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:24:889 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:08:25:683 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:25:683 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:25:683 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:26:713 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:26:713 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:08:26:996 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:08:27:570 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:09:23:937 STACKCannot find a path from ((31,16)) to ((30,14)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:24:944 STACKCannot find a path from ((31,16)) to ((30,15)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:25:434 STACKCannot find a path from ((31,16)) to ((30,15)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:26:013 STACKCannot find a path from ((31,16)) to ((30,15)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:26:092 STACKCannot find a path from ((31,16)) to ((30,14)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:33:783 STACKCannot find a path from ((31,16)) to ((30,15)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:37:297 STACKCannot find a path from ((31,16)) to ((30,15)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:37:392 STACKCannot find a path from ((31,16)) to ((30,14)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:09:48:203 STACKCannot find a path from ((31,16)) to ((30,14)).

    ArmyActionColonizationWorldPlacementCursor:GeneratePath()
    ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo)
    WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo)
    WorldViewCameraController:RayCastWorld()
    WorldViewCameraController:Update()

01:11:18:444 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:11:18:444 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

01:11:23:635 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:11:23:635 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

01:11:24:200 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:11:24:200 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

01:11:24:737 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:11:24:737 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

01:11:25:568 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:11:25:568 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

01:11:26:715 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:11:26:715 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

01:12:56:587 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:12:56:587 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:13:01:826 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:01:826 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Pacification,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:02:307 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:02:571 STACKGameServerState_Turn_Begin.

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

01:13:05:532 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:05:532 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:05:577 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:05:616 STACKGameServerState_Turn_AI.

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

01:13:05:616 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:05:616 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:06:015 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:13:06:179 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:13:06:427 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:13:06:658 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:13:06:678 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:13:07:097 STACKGameServerState_Turn_Main.

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

01:13:07:184 STACKGameClientState_Turn_Begin.

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

01:13:07:184 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:184 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:184 STACK[Kaiju] Total Industry Spent: [47499.64]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:240 STACKGameClientState_Turn_Main.

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

01:13:07:425 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:425 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:426 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:426 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:426 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:07:426 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:09:318 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:09:318 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:10:277 STACKPreprocessor failed because the tile (27,46) is not stopable for army 3206.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:10:656 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:10:656 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:10:656 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:11:702 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:11:702 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:12:763 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:12:764 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:12:764 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:13:849 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:13:849 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:13:892 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:13:892 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:13:13:892 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:14:56:399 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:14:56:399 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:15:01:827 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:01:827 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,AICommanderMission_Pacification,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:02:382 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:02:741 STACKGameServerState_Turn_Begin.

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

01:15:02:741 STACKSeason change: new season 'Summer', the new season will end at turn 123 (duration: 8 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:03:110 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:05:019 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000916B, Ticket: 0000335F

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:05:019 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 3341, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:05:053 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:06:511 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:06:511 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:06:542 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:06:830 STACKGameServerState_Turn_AI.

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

01:15:06:830 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:06:830 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:07:240 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:07:394 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:07:626 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:07:866 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:07:884 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:08:062 STACKGameServerState_Turn_Main.

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

01:15:08:137 STACKGameClientState_Turn_Begin.

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

01:15:08:137 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:08:137 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:08:137 STACK[Kaiju] Total Industry Spent: [48040.58]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:08:196 STACKGameClientState_Turn_Main.

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

01:15:08:391 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:08:391 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:08:392 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:09:447 STACKGotoAndAttack Preprocessor. Attacker=2963, Defender=2427.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:09:447 STACKOrder preprocessing failed because the defender is moving. Attacker=2963, Defender=2427.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:10:092 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_AttackAndTameKaijuDefault=1777 for GenericCommander Priority 0.6467292

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:10:320 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:10:320 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:11:653 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:11:654 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:11:654 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:12:903 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:14:005 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:14:006 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:14:006 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:14:006 STACK[Desync] 'PointOfInterest#215' has been reattached to 'City#867' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:14:380 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=3243.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:14:404 STACKArmyGoToAndAttackInstruction: lock target 3243.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:15:014 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:15:015 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:15:417 STACKArmyGoToAndAttackInstruction: Attack target: 3243

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:15:417 STACKArmyGoToAndAttackInstruction: Unlock target 3243.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:16:141 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:16:141 STACK[Desync] 'PointOfInterest#285' has been reattached to 'City#3352' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:41:280 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:15:41:280 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:15:42:129 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:42:544 STACKGameServerState_Turn_Begin.

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

01:15:45:441 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:45:441 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:45:483 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:45:535 STACKGameServerState_Turn_AI.

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

01:15:45:535 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:45:535 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:45:936 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:46:400 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:46:679 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:46:932 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:46:932 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:15:47:117 STACKGameServerState_Turn_Main.

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

01:15:47:189 STACKGameClientState_Turn_Begin.

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

01:15:47:189 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:47:189 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:47:189 STACK[Kaiju] Total Industry Spent: [49151.37]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:47:246 STACKGameClientState_Turn_Main.

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

01:15:47:465 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:47:465 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:47:513 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:48:676 STACKGotoAndAttack Preprocessor. Attacker=2963, Defender=2571.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:48:743 STACKArmyGoToAndAttackInstruction: lock target 2571.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:48:808 STACKDiplomatic relation between empire 2 and empire 7: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:48:808 STACKDiplomatic relation between empire 7 and empire 2: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:49:692 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:49:713 STACKArmyGoToAndAttackInstruction: Attack target: 2571

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:49:713 STACKArmyGoToAndAttackInstruction: Unlock target 2571.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:50:897 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:50:897 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:50:897 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:51:957 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:51:958 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:53:033 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:53:033 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:53:033 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:53:033 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:54:973 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:15:54:973 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:04:432 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:16:07:840 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:16:07:840 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:16:10:629 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:10:669 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:072 STACKGameServerState_Turn_Begin.

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

01:16:11:072 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:072 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:073 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:073 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:073 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:073 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:073 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:074 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:074 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:074 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:074 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:074 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:075 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:075 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:075 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:075 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:075 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:076 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:076 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:076 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:076 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:077 STACKQuest variable object is not a game entity (varname: '$CityToVisit')

    QuestBehaviourTreeNode_Action_AddQuestMarker:TryResolveTarget(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_AddQuestMarker:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:077 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_CaptureCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:11:077 STACKDecorator_CaptureCity: no city or regiond found (ignore this if variables are outputed from other decorators)

    QuestBehaviourTreeNode_Decorator_DestroyCity:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:13:940 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:13:940 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:13:967 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:14:004 STACKGameServerState_Turn_AI.

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

01:16:14:004 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:14:004 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:14:380 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:16:14:548 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:16:14:796 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:16:15:035 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:16:15:035 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:16:15:213 STACKGameServerState_Turn_Main.

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

01:16:15:272 STACKGameClientState_Turn_Begin.

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

01:16:15:272 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:272 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:272 STACK[Kaiju] Total Industry Spent: [49784.75]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:323 STACKGameClientState_Turn_Main.

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

01:16:15:529 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:529 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:530 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:530 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:530 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:15:530 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:16:473 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=2764.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:16:676 STACKGotoAndAttack Preprocessor. Attacker=2963, Defender=2571.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:16:702 STACKArmyGoToAndAttackInstruction: lock target 2571.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:17:699 STACKArmyGoToAndAttackInstruction: Attack target: 2571

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:17:699 STACKArmyGoToAndAttackInstruction: Unlock target 2571.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:17:868 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:17:868 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:17:868 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:267 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectOrbSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:18:460 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_Pacification:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:19:059 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:19:059 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:19:060 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:19:520 STACKPreprocessor failed because the transition between (44,7) and (42,7) is impossible for army 2855.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:19:520 STACKArmyGoToAndAttackInstruction: Attack target: 2764

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:20:325 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:20:325 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:21:378 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:21:378 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:22:108 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:16:22:494 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:22:494 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:22:541 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:22:541 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:22:541 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:16:25:979 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:18:39:622 STACKContract 898 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:18:39:622 STACKDiplomatic relation between empire 0 and empire 3: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:18:39:622 STACKDiplomatic relation between empire 0 and empire 3: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:18:39:622 STACKDiplomatic relation between empire 3 and empire 0: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:18:39:622 STACKDiplomatic relation between empire 3 and empire 0: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:18:39:622 STACKContract 898 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:18:49:336 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

01:19:12:955 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:19:12:955 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:19:17:752 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:17:752 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:17:752 STACK[Desync] 'PointOfInterest#181' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:17:897 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:17:898 STACK[Desync] 'PointOfInterest#464' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:18:091 STACKGameServerState_Turn_Begin.

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

01:19:18:151 STACK[Quest] Applying quest world effect QuestWorldEffect#0001 for 10 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:21:202 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:21:202 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:21:235 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:21:265 STACKGameServerState_Turn_AI.

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

01:19:21:265 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:21:265 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:21:673 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:19:21:848 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:19:22:142 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:19:22:396 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:19:22:414 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:19:22:597 STACKGameServerState_Turn_Main.

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

01:19:22:658 STACKGameClientState_Turn_Begin.

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

01:19:22:658 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:22:658 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:22:658 STACK[Kaiju] Total Industry Spent: [50441.8]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:22:698 STACKGameClientState_Turn_Main.

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

01:19:22:890 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:22:890 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:22:890 STACKThe construction 3450 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:22:890 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:23:599 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:19:24:972 STACKPreprocessor failed because the tile (40,6) is not passable for army 3072.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:24:972 STACKPreprocessor failed because the tile (40,6) is not stopable for army 3072.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:25:018 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:25:019 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:25:019 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:25:019 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:25:019 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:26:315 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:26:315 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:26:315 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:26:345 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:26:345 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:26:345 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:26:988 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:19:27:367 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:27:368 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:28:435 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:28:435 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:28:435 STACKThe construction 3432 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:29:528 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:19:29:560 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:19:30:138 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:20:54:621 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:21:23:681 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:21:27:312 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:21:27:312 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:21:32:583 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:32:583 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:33:080 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:33:298 STACKGameServerState_Turn_Begin.

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

01:21:36:271 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:36:271 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:36:301 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:36:343 STACKGameServerState_Turn_AI.

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

01:21:36:343 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:36:343 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:36:750 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:21:36:939 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:21:37:216 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:21:37:485 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:21:37:485 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:21:37:699 STACKGameServerState_Turn_Main.

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

01:21:37:776 STACKGameClientState_Turn_Begin.

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

01:21:37:776 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:37:776 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:37:776 STACK[Kaiju] Total Industry Spent: [51238.77]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:37:826 STACKGameClientState_Turn_Main.

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

01:21:38:010 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:38:010 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:39:663 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_AttackAndTameKaijuDefault=1778 for GenericCommander Priority 0.6467292

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:39:891 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:39:891 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:41:128 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:41:128 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:42:365 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:42:366 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:43:408 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:43:408 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:44:058 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:44:494 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:44:494 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:44:494 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:44:494 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:44:494 STACKThe construction 3381 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:21:45:759 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:12:414 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:22:12:414 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:22:30:920 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:22:30:921 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:22:36:068 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:36:068 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_ExplorationDefault,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:36:453 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:36:661 STACKGameServerState_Turn_Begin.

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

01:22:39:261 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:39:261 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:39:288 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:39:326 STACKGameServerState_Turn_AI.

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

01:22:39:326 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:39:326 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:39:715 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:22:39:915 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:22:40:182 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:22:40:432 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:22:40:451 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:22:40:665 STACKGameServerState_Turn_Main.

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

01:22:40:740 STACKGameClientState_Turn_Begin.

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

01:22:40:740 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:740 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:741 STACK[Kaiju] Total Industry Spent: [52116.45]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:809 STACKGameClientState_Turn_Main.

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

01:22:40:972 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000099C3, Ticket: 00003604, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000099C4, Ticket: 00003605, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000099C5, Ticket: 00003606, Class: EmpirePlanForeignAffairs Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000099C6, Ticket: 00003607, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:972 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:40:973 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKThe construction 3451 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A0C, Ticket: 00003626, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A0D, Ticket: 00003627, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A0E, Ticket: 00003628, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:43:050 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:44:321 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:44:321 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:44:321 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:44:321 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A21, Ticket: 00003631, Class: EmpirePlanKnowledge Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:44:321 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A22, Ticket: 00003632, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:44:321 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A23, Ticket: 00003633, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:44:339 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A24, Ticket: 00003634, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:45:571 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:45:571 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:45:571 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A30, Ticket: 0000363B, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:45:572 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A31, Ticket: 0000363C, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:45:572 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A32, Ticket: 0000363D, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:45:572 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A33, Ticket: 0000363E, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:46:602 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:46:602 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A4E, Ticket: 0000364C, Class: EmpirePlanEconomy Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:46:602 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A4F, Ticket: 0000364D, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:46:602 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A50, Ticket: 0000364E, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:47:681 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:47:699 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A6D, Ticket: 0000365D, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:47:700 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A6E, Ticket: 0000365E, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:47:700 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A6F, Ticket: 0000365F, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:47:700 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A70, Ticket: 00003660, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:48:697 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:48:697 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:50:457 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A93, Class: EmpirePlanMilitary Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:50:457 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A94, Class: EmpirePlanKnowledge Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:50:457 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A95, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:50:457 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00009A96, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:22:51:719 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:23:04:740 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:24:48:221 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:26:15:091 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:27:30:326 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:27:30:326 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:27:35:608 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:35:608 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:36:127 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:36:127 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:36:128 STACK[Desync] 'PointOfInterest#62' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:36:128 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:36:128 STACK[Desync] 'PointOfInterest#54' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:36:514 STACKGameServerState_Turn_Begin.

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

01:27:39:336 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:39:337 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:39:365 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:39:416 STACKGameServerState_Turn_AI.

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

01:27:39:416 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:39:416 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:39:835 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:27:40:019 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:27:40:302 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:27:40:551 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:27:40:551 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:27:41:091 STACKGameServerState_Turn_Main.

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

01:27:41:150 STACKGameClientState_Turn_Begin.

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

01:27:41:150 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:41:150 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:41:150 STACK[Kaiju] Total Industry Spent: [53328.06]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:41:186 STACKGameClientState_Turn_Main.

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

01:27:41:392 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:41:392 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:41:392 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:43:079 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_AttackAndTameKaijuDefault=1779 for GenericCommander Priority 0.6467292

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:43:127 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:27:43:321 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:43:321 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:43:321 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:44:141 STACKPreprocessor failed because the tile (35,39) is not stopable for army 3524.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:44:422 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:27:44:578 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:44:578 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:44:578 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:45:854 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:45:854 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:45:913 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:27:46:707 STACKGotoAndAttack Preprocessor. Attacker=2932, Defender=3286.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:46:729 STACKArmyGoToAndAttackInstruction: lock target 3286.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:46:899 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:46:899 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:546 STACKGotoAndAttack Preprocessor. Attacker=3365, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:546 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:574 STACKArmyGoToAndAttackInstruction: lock target 1523.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:574 STACKArmyGoToAndAttackInstruction: lock target 1523.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:759 STACKArmyGoToAndAttackInstruction: Attack target: 3286

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:759 STACKArmyGoToAndAttackInstruction: Unlock target 3286.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:978 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:978 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:47:978 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:48:210 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:27:48:603 STACKArmyGoToAndAttackInstruction: Unlock target 1523.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:49:164 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:27:50:578 STACKArmyGoToAndAttackInstruction: Unlock target 1523.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:50:616 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:50:616 STACKGotoAndAttack Preprocessor. Attacker=2932, Defender=2096.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:50:632 STACKArmyGoToAndAttackInstruction: lock target 2096.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:52:656 STACKArmyGoToAndAttackInstruction: Attack target: 2096

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:52:657 STACKArmyGoToAndAttackInstruction: Unlock target 2096.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:27:52:657 STACKNot enough action points.

    DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:08:505 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:08:505 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:08:505 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:27:592 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:28:27:592 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:28:33:820 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:33:820 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RegroupArmyAt,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:34:219 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:34:257 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:34:510 STACKGameServerState_Turn_Begin.

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

01:28:37:166 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:37:167 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:37:198 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:37:246 STACKGameServerState_Turn_AI.

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

01:28:37:246 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:37:246 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:37:652 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:37:851 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:37:988 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:37:988 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:37:988 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:37:989 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:38:117 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:38:401 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:38:418 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:38:418 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:38:418 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:38:418 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:28:38:617 STACKGameServerState_Turn_Main.

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

01:28:38:675 STACKGameClientState_Turn_Begin.

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

01:28:38:675 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:38:675 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:38:675 STACK[Kaiju] Total Industry Spent: [53903.88]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:38:732 STACKGameClientState_Turn_Main.

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

01:28:38:911 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:38:911 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:38:911 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:40:167 STACKGotoAndAttack Preprocessor. Attacker=3365, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:40:167 STACKOrder preprocessing failed because the defender is moving. Attacker=3365, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:40:812 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:41:033 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:41:033 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:42:256 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:43:287 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:43:288 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:44:615 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:44:615 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:44:615 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:44:616 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:44:616 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:45:682 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:45:682 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:56:331 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:28:56:331 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:28:58:473 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:58:473 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:58:473 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:58:473 STACK[Desync] 'PointOfInterest#233' has been reattached to 'City#3352' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:58:474 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:58:474 STACK[Desync] 'PointOfInterest#451' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:58:521 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:28:58:856 STACKGameServerState_Turn_Begin.

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

01:29:01:752 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:01:752 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:01:781 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:01:813 STACKGameServerState_Turn_AI.

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

01:29:01:813 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:01:813 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:02:256 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:02:452 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:02:721 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:02:985 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:03:002 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:03:218 STACKGameServerState_Turn_Main.

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

01:29:03:272 STACKGameClientState_Turn_Begin.

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

01:29:03:272 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:03:272 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:03:272 STACK[Kaiju] Total Industry Spent: [55224.55]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:03:298 STACKGameClientState_Turn_Main.

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

01:29:03:621 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:03:621 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:03:621 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:05:476 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:05:476 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:06:509 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:06:509 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:06:509 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:06:746 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:06:746 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:06:746 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:07:791 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:08:838 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:08:838 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:08:838 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:08:838 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:08:838 STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:09:464 STACKGotoAndAttack Preprocessor. Attacker=3365, Defender=3341.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:09:898 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:09:898 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:11:516 STACKArmyGoToAndAttackInstruction: Attack target: 3341

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:12:898 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:29:30:486 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:29:30:486 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:29:31:247 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:31:849 STACKGameServerState_Turn_Begin.

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

01:29:31:849 STACKSeason change: new season 'Winter', the new season will end at turn 133 (duration: 9 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:31:849 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:35:497 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:35:497 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:35:527 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:35:576 STACKGameServerState_Turn_AI.

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

01:29:35:576 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:35:576 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:35:968 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:35:986 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:35:986 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:35:986 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:36:194 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:36:513 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:36:532 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:36:822 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:36:838 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:29:37:068 STACKGameServerState_Turn_Main.

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

01:29:37:140 STACKGameClientState_Turn_Begin.

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

01:29:37:140 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:37:141 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:37:141 STACK[Kaiju] Total Industry Spent: [55890.15]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:37:187 STACKGameClientState_Turn_Main.

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

01:29:37:397 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:37:397 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:37:397 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:37:397 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:37:397 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:38:986 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:29:39:314 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:40:434 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:40:434 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:40:434 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:41:472 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:41:472 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:42:267 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:42:267 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:43:121 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:43:947 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:43:947 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:43:947 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:29:43:947 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:34:582 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:31:34:582 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:31:37:463 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:37:723 STACKGameServerState_Turn_Begin.

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

01:31:39:010 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000A0EA, Ticket: 0000391E

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:39:010 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 3619, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:39:026 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:40:798 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:40:798 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:40:825 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:40:859 STACKGameServerState_Turn_AI.

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

01:31:40:859 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:40:859 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:41:285 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:41:485 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock4.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:41:502 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:41:803 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:41:803 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:42:102 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock12.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:42:118 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:42:118 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:31:42:352 STACKGameServerState_Turn_Main.

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

01:31:42:417 STACKGameClientState_Turn_Begin.

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

01:31:42:417 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:42:417 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:42:417 STACK[Kaiju] Total Industry Spent: [57039.23]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:42:439 STACKGameClientState_Turn_Main.

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

01:31:42:643 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:42:643 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:43:809 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:31:44:143 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:31:44:552 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:44:552 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:45:892 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:45:892 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:45:892 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:46:881 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:46:881 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:47:944 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:47:944 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:48:758 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:31:48:758 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:17:157 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:32:17:157 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:32:26:776 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:32:26:776 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:32:27:711 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:27:711 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:27:711 STACK[Desync] 'PointOfInterest#53' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:27:926 STACKGameServerState_Turn_Begin.

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

01:32:30:849 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:30:849 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:30:879 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:30:926 STACKGameServerState_Turn_AI.

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

01:32:30:926 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:30:926 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:31:338 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:32:31:553 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:32:31:690 STACKAI don't want to research technology TechnologyDefinitionLuxuryExtractionUncommon anymore. AI now wants technology TechnologyDefinitionDust3.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:32:31:869 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:32:31:870 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:32:32:219 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:32:32:219 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:32:32:452 STACKGameServerState_Turn_Main.

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

01:32:32:509 STACKGameClientState_Turn_Begin.

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

01:32:32:510 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:32:510 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:32:510 STACK[Kaiju] Total Industry Spent: [57819.45]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:32:549 STACKGameClientState_Turn_Main.

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

01:32:32:743 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:32:743 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:34:822 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:34:823 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:36:086 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:36:086 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:37:171 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:37:171 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:37:589 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:32:38:184 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:38:184 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:39:275 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:32:39:275 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:03:000 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:34:03:000 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:34:09:661 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:34:09:661 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:34:17:365 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:17:609 STACKGameServerState_Turn_Begin.

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

01:34:20:379 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:20:379 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:20:396 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:20:424 STACKGameServerState_Turn_AI.

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

01:34:20:425 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:20:425 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:20:803 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:34:21:263 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:34:21:598 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:34:21:903 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:34:21:920 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:34:22:138 STACKGameServerState_Turn_Main.

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

01:34:22:195 STACKGameClientState_Turn_Begin.

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

01:34:22:195 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:22:195 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:22:195 STACK[Kaiju] Total Industry Spent: [58733.84]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:22:258 STACKGameClientState_Turn_Main.

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

01:34:22:258 STACK[Quest] Removing quest world effect: QuestWorldEffect#0001

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:22:433 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:22:434 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:22:434 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:22:434 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:24:307 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:24:307 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:25:579 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:25:579 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:25:579 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:26:628 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:26:628 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:27:684 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:27:684 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:28:713 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:28:713 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:29:806 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:29:806 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:34:29:806 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:47:849 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:35:47:850 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:35:53:107 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:53:108 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:54:614 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:54:867 STACKGameServerState_Turn_Begin.

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

01:35:57:862 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:57:863 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:57:887 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:57:922 STACKGameServerState_Turn_AI.

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

01:35:57:922 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:57:922 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:58:304 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:35:58:509 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:35:58:671 STACKAI don't want to research technology TechnologyDefinitionDust3 anymore. AI now wants technology TechnologyDefinitionFood8.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:35:58:837 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:35:59:135 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:35:59:150 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:35:59:375 STACKGameServerState_Turn_Main.

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

01:35:59:471 STACKGameClientState_Turn_Begin.

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

01:35:59:471 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:59:472 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:59:472 STACK[Kaiju] Total Industry Spent: [59519.96]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:59:763 STACKGameClientState_Turn_Main.

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

01:35:59:796 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:35:59:796 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:01:509 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:36:01:881 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:01:881 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:01:881 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:01:882 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:01:882 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:03:150 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:03:150 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:03:150 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:03:150 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:03:150 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:03:150 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:04:224 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:04:224 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:05:294 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:05:294 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:06:355 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:36:06:355 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:06:406 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:37:06:406 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:37:11:996 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:11:996 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:13:483 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:13:483 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:13:483 STACK[Desync] 'PointOfInterest#417' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:14:124 STACKGameServerState_Turn_Begin.

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

01:37:17:060 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:17:060 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:17:096 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:17:130 STACKGameServerState_Turn_AI.

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

01:37:17:130 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:17:130 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:17:539 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:37:17:771 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:37:17:920 STACKAI don't want to research technology TechnologyDefinitionFood8 anymore. AI now wants technology TechnologyDefinitionDust3.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:37:18:113 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:37:18:420 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:37:18:438 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:37:18:671 STACKGameServerState_Turn_Main.

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

01:37:18:745 STACKGameClientState_Turn_Begin.

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

01:37:18:746 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:18:746 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:18:746 STACK[Kaiju] Total Industry Spent: [60610.39]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:18:798 STACKGameClientState_Turn_Main.

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

01:37:18:978 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:18:978 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:21:046 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:21:046 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:21:046 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:22:313 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:22:313 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:22:314 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:409 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:409 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:409 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:409 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:409 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:409 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 3679, level: 3.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:409 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:410 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Offense, Target City GUID: 899, Target Empire: 4, Siege Turns Number 0

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:410 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 3680, level: 3.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:410 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:410 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Offense, Target City GUID: 899, Target Empire: 4, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:410 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 3681, level: 3.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:410 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:410 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Offense, Target City GUID: 899, Target Empire: 4, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:477 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000A676, empire: 53, guid: 3679, level: 3

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:520 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000A678, empire: 53, guid: 3680, level: 3

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:23:571 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000A67A, empire: 53, guid: 3681, level: 3

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:24:410 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:24:410 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:25:858 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:25:859 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:25:859 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:25:859 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:25:859 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:26:569 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:37:26:891 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:26:891 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:37:26:891 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:39:825 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:38:39:825 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:38:40:926 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:41:185 STACKGameServerState_Turn_Begin.

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

01:38:44:083 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:44:083 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:44:122 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:44:164 STACKGameServerState_Turn_AI.

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

01:38:44:164 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:44:164 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:44:540 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:38:45:020 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:38:45:323 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:38:45:631 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:38:45:647 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:38:45:880 STACKGameServerState_Turn_Main.

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

01:38:45:943 STACKGameClientState_Turn_Begin.

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

01:38:45:943 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:45:943 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:45:943 STACK[Kaiju] Total Industry Spent: [61224.97]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:45:991 STACKGameClientState_Turn_Main.

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

01:38:46:174 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:46:175 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:46:175 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:46:175 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:46:175 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:47:091 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:38:47:520 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:38:47:750 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:38:48:299 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:48:299 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:48:299 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:48:299 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:48:299 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:48:299 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:49:851 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:49:851 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:49:851 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:49:851 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:49:851 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:49:851 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:51:084 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:51:084 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:51:262 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:51:263 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:51:339 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:52:185 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:53:176 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:38:53:177 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:27:614 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:40:27:614 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:40:32:964 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:32:964 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestAttackCity,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:33:737 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:34:007 STACKGameServerState_Turn_Begin.

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

01:40:36:863 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:36:863 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:36:897 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:36:938 STACKGameServerState_Turn_AI.

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

01:40:36:939 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:36:939 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:37:348 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:40:37:587 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:40:37:924 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:40:38:235 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:40:38:235 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:40:38:252 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:40:38:509 STACKGameServerState_Turn_Main.

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

01:40:38:595 STACKGameClientState_Turn_Begin.

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

01:40:38:595 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:38:595 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:38:595 STACK[Kaiju] Total Industry Spent: [62248.8]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:38:637 STACKGameClientState_Turn_Main.

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

01:40:38:834 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:38:835 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:40:551 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:40:40:951 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:40:952 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:40:952 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:41:162 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:41:162 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:41:299 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:42:382 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:42:382 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:42:383 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:43:667 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:43:667 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:44:415 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:40:44:445 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:44:445 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:44:446 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:44:734 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:44:734 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:45:833 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:40:47:532 STACKPreprocessor failed because the tile (39,69) is not stopable for army 3675.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:22:170 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:41:22:171 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:41:24:190 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:41:24:190 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:41:38:617 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:41:38:617 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:41:44:977 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:44:977 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:45:537 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:45:538 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:45:538 STACK[Desync] 'PointOfInterest#72' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:45:538 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:45:538 STACK[Desync] 'PointOfInterest#440' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:45:827 STACKGameServerState_Turn_Begin.

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

01:41:49:125 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:49:125 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:49:161 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:49:206 STACKGameServerState_Turn_AI.

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

01:41:49:206 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:49:206 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:49:610 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:41:49:850 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:41:50:195 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:41:50:531 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:41:50:547 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:41:50:774 STACKGameServerState_Turn_Main.

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

01:41:50:857 STACKGameClientState_Turn_Begin.

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

01:41:50:857 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:50:857 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:50:858 STACK[Kaiju] Total Industry Spent: [62839.98]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:50:911 STACKGameClientState_Turn_Main.

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

01:41:51:091 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:51:091 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:52:770 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_AttackAndTameKaijuDefault=1927 for GenericCommander Priority 0.6

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:52:972 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:52:972 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:52:972 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:53:466 STACKDiplomatic relation between empire 1 and empire 7: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:53:466 STACKDiplomatic relation between empire 7 and empire 1: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:242 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:242 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:242 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:242 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:242 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:242 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:362 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateDistrict(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:408 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:408 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:54:408 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:55:574 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:56:541 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:56:541 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:57:153 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:57:612 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:41:57:612 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:02:796 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:02:797 STACKOrder preprocessing failed because the defender is moving. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:09:443 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:09:443 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:09:443 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:15:853 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:15:853 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:42:15:854 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:24:849 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:43:24:849 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:43:51:743 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:43:51:743 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:43:52:653 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:52:653 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:53:006 STACKGameServerState_Turn_Begin.

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

01:43:56:047 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:56:048 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:56:075 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:56:107 STACKGameServerState_Turn_AI.

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

01:43:56:107 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:56:107 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:56:524 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:43:56:762 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:43:57:109 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:43:57:420 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:43:57:420 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:43:57:678 STACKGameServerState_Turn_Main.

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

01:43:57:752 STACKGameClientState_Turn_Begin.

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

01:43:57:753 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:57:753 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:57:753 STACK[Kaiju] Total Industry Spent: [63655.89]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:57:799 STACKGameClientState_Turn_Main.

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

01:43:58:021 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:58:021 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:59:873 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:59:874 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:43:59:874 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:00:398 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:00:398 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:00:399 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:01:183 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:01:183 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:01:183 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:02:459 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:02:460 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:03:072 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:03:489 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:03:489 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:04:577 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:04:577 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:04:577 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:04:577 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:04:578 STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:04:630 STACKThe construction 3693 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:07:990 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:10:195 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:14:453 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:44:14:453 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:44:19:802 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:19:802 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,AICommanderMission_RoamingDefault,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:20:357 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:20:357 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:20:357 STACK[Desync] 'PointOfInterest#25' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:20:357 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:20:357 STACK[Desync] 'PointOfInterest#462' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:21:226 STACKGameServerState_Turn_Begin.

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

01:44:21:226 STACKSeason change: new season 'Summer', the new season will end at turn 139 (duration: 5 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:21:227 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:21:324 STACK[Quest] Adding global quest variable: $Global_ArmyID = 3770 for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:21:324 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:21:352 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:21:352 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:21:352 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:21:352 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:21:352 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:24:320 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:24:320 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:24:349 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:24:392 STACKGameServerState_Turn_AI.

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

01:44:24:392 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:24:392 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:25:076 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:306 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:418 STACKAI don't want to research technology TechnologyDefinitionFood8 anymore. AI now wants technology TechnologyDefinitionLuxuryExtractionUncommon.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:436 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:436 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:436 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:436 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:576 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:594 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:894 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:25:909 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:26:124 STACKGameServerState_Turn_Main.

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

01:44:26:200 STACKGameClientState_Turn_Begin.

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

01:44:26:200 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:26:200 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:26:200 STACK[Kaiju] Total Industry Spent: [64506]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:26:258 STACKGameClientState_Turn_Main.

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

01:44:26:473 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:26:506 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:26:506 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:26:506 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:27:297 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=2777.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:27:297 STACKOrder preprocessing failed because the defender is moving. Attacker=3139, Defender=2777.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:28:402 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:28:402 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:28:402 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:29:634 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:29:634 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:29:634 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:30:959 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:31:562 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:32:005 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:32:099 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:33:025 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:33:025 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:33:462 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:44:34:118 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:34:118 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:36:487 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:46:911 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:44:46:911 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:44:49:410 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 3770, level: 3.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACK[Desync] 'PointOfInterest#455' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACK[Desync] 'PointOfInterest#356' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACK[Desync] 'PointOfInterest#259' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:411 STACK[Desync] 'PointOfInterest#234' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:49:686 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000AEC0, empire: 53, guid: 3770, level: 3

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:50:073 STACKGameServerState_Turn_Begin.

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

01:44:51:602 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000AEEB, Ticket: 00003E80

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:51:603 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 3798, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:51:628 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:53:528 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:53:528 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:53:554 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:53:591 STACKGameServerState_Turn_AI.

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

01:44:53:591 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:53:591 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:54:017 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:54:250 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:54:553 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:54:872 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:54:889 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:44:55:115 STACKGameServerState_Turn_Main.

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

01:44:55:187 STACKGameClientState_Turn_Begin.

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

01:44:55:188 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:55:188 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:55:188 STACK[Kaiju] Total Industry Spent: [65796.95]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:55:242 STACKGameClientState_Turn_Main.

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

01:44:55:430 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:55:430 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:55:430 STACKThe construction 3582 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:57:336 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:58:677 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:58:678 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:59:981 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:59:981 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:59:981 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:44:59:981 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:00:113 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:45:00:607 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:01:293 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:45:01:293 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:02:406 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:02:406 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:03:471 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:03:471 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:06:478 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:11:219 STACKDiplomatic relation between empire 0 and empire 7: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:11:219 STACKDiplomatic relation between empire 7 and empire 0: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:45:11:549 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:45:11:549 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:46:04:336 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:46:04:337 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:46:11:564 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:46:11:564 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:46:13:042 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:13:486 STACKGameServerState_Turn_Begin.

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

01:46:16:482 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:16:483 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:16:520 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:16:559 STACKGameServerState_Turn_AI.

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

01:46:16:559 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:16:559 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:17:000 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:46:17:237 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:46:17:563 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:46:17:878 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:46:17:894 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:46:18:416 STACKGameServerState_Turn_Main.

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

01:46:18:479 STACKGameClientState_Turn_Begin.

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

01:46:18:479 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:18:479 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:18:479 STACK[Kaiju] Total Industry Spent: [66841.35]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:18:543 STACKGameClientState_Turn_Main.

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

01:46:18:724 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:18:724 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:20:578 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:20:578 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:21:862 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:21:862 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:21:862 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:23:625 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:46:23:770 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:24:180 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:24:180 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:25:239 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:25:239 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:26:299 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:26:299 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:29:237 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3595.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:46:36:298 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:47:19:610 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:47:19:611 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:47:25:033 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:25:033 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:25:509 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:25:509 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:25:509 STACK[Desync] 'PointOfInterest#363' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:25:549 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:25:738 STACKGameServerState_Turn_Begin.

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

01:47:28:582 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:28:582 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:28:617 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:28:659 STACKGameServerState_Turn_AI.

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

01:47:28:659 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:28:659 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:29:025 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:29:227 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:29:358 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:29:359 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:29:359 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:29:526 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:29:825 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:29:825 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:47:30:043 STACKGameServerState_Turn_Main.

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

01:47:30:104 STACKGameClientState_Turn_Begin.

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

01:47:30:104 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:104 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:104 STACK[Kaiju] Total Industry Spent: [67966.94]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:148 STACKGameClientState_Turn_Main.

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

01:47:30:571 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:571 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:615 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:615 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:615 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:30:615 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:32:478 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:32:479 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:32:630 STACKPreprocessor failed because the tile (19,26) is not stopable for army 3595.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:32:631 STACKPreprocessor failed because the tile (20,27) is not stopable for army 3365.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:33:769 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:33:769 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:33:769 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:35:057 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:35:058 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:35:058 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:35:058 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:36:316 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:36:316 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:36:730 STACKGotoAndAttack Preprocessor. Attacker=3365, Defender=1807.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:36:750 STACKArmyGoToAndAttackInstruction: lock target 1807.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:37:374 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:37:374 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:37:785 STACKArmyGoToAndAttackInstruction: Unlock target 1807.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:37:913 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3365.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:38:483 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:38:483 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:38:483 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:38:484 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:38:484 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:39:980 STACKGotoAndAttack Preprocessor. Attacker=3365, Defender=1807.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:41:689 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3365.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:41:689 STACKOrder preprocessing failed because the defender is moving. Attacker=3480, Defender=3365.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:47:46:548 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3365.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:46:770 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:50:46:770 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:50:54:311 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:54:311 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:54:791 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:54:791 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:54:791 STACK[Desync] 'PointOfInterest#400' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:55:165 STACKGameServerState_Turn_Begin.

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

01:50:58:107 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:58:107 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:58:133 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:58:164 STACKGameServerState_Turn_AI.

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

01:50:58:165 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:58:165 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:50:58:600 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:50:58:808 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:50:59:392 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:50:59:713 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:50:59:732 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:50:59:965 STACKGameServerState_Turn_Main.

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

01:51:00:034 STACKGameClientState_Turn_Begin.

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

01:51:00:034 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:034 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:034 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:034 STACK[Kaiju] Total Industry Spent: [68689.82]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:100 STACKGameClientState_Turn_Main.

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

01:51:00:296 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:296 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000B3CB, empire: 32, guid: 3885, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:296 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000B3CC, empire: 28, guid: 3889, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:354 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000B3CE, empire: 11, guid: 3894, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:395 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:395 STACKRegister new contract DiplomaticContract 3898 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:00:395 STACKContract 3898 pass from state Negotiation to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:01:839 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:51:02:196 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:02:197 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:03:498 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:03:498 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:03:498 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:03:498 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:727 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:727 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:728 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:728 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:728 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:728 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:728 STACKThe construction 3862 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:04:728 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

01:51:05:781 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:05:781 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:05:781 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:05:782 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:05:782 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:06:881 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:07:274 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:51:07:949 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:07:950 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:10:158 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:11:219 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:51:13:073 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:13:073 STACK[Desync] 'PointOfInterest#202' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:13:125 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3619.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:13:153 STACKArmyGoToAndAttackInstruction: lock target 3619.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:15:149 STACKArmyGoToAndAttackInstruction: Unlock target 3619.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:16:813 STACKGotoAndAttack Preprocessor. Attacker=3480, Defender=3619.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:17:317 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:17:317 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:22:915 STACKRegister new contract DiplomaticContract 3921 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:35:967 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:35:967 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:40:691 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:40:692 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:57:034 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:57:035 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:51:57:703 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:51:57:950 STACKGameServerState_Turn_Begin.

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

01:52:01:060 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:01:060 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:01:089 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:01:130 STACKGameServerState_Turn_AI.

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

01:52:01:130 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:01:130 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:01:551 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:52:01:798 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:52:02:184 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:52:02:513 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:52:02:513 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:52:02:761 STACKGameServerState_Turn_Main.

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

01:52:02:870 STACKGameClientState_Turn_Begin.

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

01:52:02:870 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:02:871 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:02:871 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:02:871 STACK[Kaiju] Total Industry Spent: [69633.55]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:02:913 STACKGameClientState_Turn_Main.

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

01:52:03:124 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:03:125 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:03:125 STACKThe construction 3849 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:03:125 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:04:979 STACKPreprocessor failed because the tile (60,62) is not passable for army 2777.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:04:979 STACKPreprocessor failed because the tile (60,62) is not stopable for army 2777.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:05:009 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:05:009 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:05:483 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:52:06:311 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:06:311 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:06:311 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:07:561 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:08:625 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:09:675 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:09:675 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:09:675 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:09:675 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:09:675 STACKMinor faction (name: 'Urces') has been assimilated by empire 2.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:10:768 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:10:768 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:10:768 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:10:768 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:10:768 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:52:13:170 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:52:31:221 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:53:17:790 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:53:17:790 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:53:24:030 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:24:030 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:24:515 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:24:515 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:24:515 STACK[Desync] 'PointOfInterest#173' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:24:515 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:24:515 STACK[Desync] 'PointOfInterest#406' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:354 STACKGameServerState_Turn_Begin.

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

01:53:25:354 STACKSeason change: new season 'HeatWave', the new season will end at turn 146 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:579 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:580 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:581 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:582 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:582 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:582 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:582 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:25:582 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:29:102 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:29:102 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:29:139 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:29:174 STACKGameServerState_Turn_AI.

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

01:53:29:174 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:29:174 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:29:567 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:53:29:775 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:53:29:910 STACKAI don't want to research technology TechnologyDefinitionStrategicExtractionCommon anymore. AI now wants technology TechnologyDefinitionDust2.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:53:29:910 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:53:30:101 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:53:30:396 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:53:30:416 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:53:30:623 STACKGameServerState_Turn_Main.

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

01:53:30:711 STACKGameClientState_Turn_Begin.

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

01:53:30:711 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:30:711 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:30:711 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:30:711 STACK[Kaiju] Total Industry Spent: [70567.38]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:30:772 STACKGameClientState_Turn_Main.

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

01:53:30:949 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:30:949 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:30:949 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000B705, empire: 31, guid: 4004, level: 1

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:30:983 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:31:010 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B70B, Ticket: 00004198, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:31:011 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B70C, Ticket: 00004199, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:31:011 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B70D, Ticket: 0000419A, Class: EmpirePlanForeignAffairs Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:31:011 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B70E, Ticket: 0000419B, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B751, Ticket: 000041BB, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B752, Ticket: 000041BC, Class: EmpirePlanEconomy Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:33:269 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B753, Ticket: 000041BD, Class: EmpirePlanMilitary Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:34:553 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:34:553 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:34:553 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:34:584 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B768, Ticket: 000041C7, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:34:584 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B769, Ticket: 000041C8, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:34:584 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B76A, Ticket: 000041C9, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:34:584 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B76B, Ticket: 000041CA, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:35:819 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:35:819 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:35:819 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:36:903 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:36:903 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7A2, Ticket: 000041E6, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:36:903 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7A3, Ticket: 000041E7, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:36:903 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7A4, Ticket: 000041E8, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:37:981 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:37:981 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:37:981 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7C7, Ticket: 000041F8, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:37:981 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7C8, Ticket: 000041F9, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:37:981 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7C9, Ticket: 000041FA, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:39:036 STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:39:037 STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:39:037 STACKBooster BoosterCadavers does not have an activations counter property named 'BoosterCadaversActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:39:104 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:53:40:067 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:40:067 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:40:067 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7EE, Ticket: 0000420A, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:40:067 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7EF, Ticket: 0000420B, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:40:067 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7F0, Ticket: 0000420C, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:40:067 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B7F1, Ticket: 0000420D, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:49:311 STACKForce level 2 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

01:53:50:847 STACKForce level 2 on plan EmpirePlanKnowledge

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

01:53:51:892 STACKForce level 1 on plan EmpirePlanKnowledge

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

01:53:53:673 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B816, Class: EmpirePlanMilitary Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:53:673 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B817, Class: EmpirePlanKnowledge Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:53:673 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B818, Class: EmpirePlanForeignAffairs Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:53:53:673 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000B819, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:35:516 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:54:35:516 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:54:40:793 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:40:793 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:41:310 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:41:311 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:41:311 STACK[Desync] 'PointOfInterest#137' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:41:311 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:41:311 STACK[Desync] 'PointOfInterest#94' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:41:600 STACKGameServerState_Turn_Begin.

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

01:54:44:359 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:44:359 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:44:387 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:44:428 STACKGameServerState_Turn_AI.

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

01:54:44:429 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:44:429 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:44:858 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:54:45:078 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:54:45:409 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:54:45:724 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:54:45:724 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:54:45:934 STACKGameServerState_Turn_Main.

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

01:54:46:021 STACKGameClientState_Turn_Begin.

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

01:54:46:021 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:46:021 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:46:021 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:46:022 STACK[Kaiju] Total Industry Spent: [71905.16]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:46:106 STACKGameClientState_Turn_Main.

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

01:54:46:106 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:46:260 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:46:260 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:46:260 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:48:230 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:48:452 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:48:453 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:48:453 STACKThe construction 3900 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:49:947 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:49:947 STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:50:022 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:54:50:493 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:50:494 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:50:494 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:51:188 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:52:443 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:53:717 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:53:717 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:54:764 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:54:764 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:57:555 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:54:59:166 STACKGotoAndAttack Preprocessor. Attacker=3943, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:54:59:190 STACKArmyGoToAndAttackInstruction: lock target 1523.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:55:01:115 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:55:01:115 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:55:01:115 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:55:01:209 STACKArmyGoToAndAttackInstruction: Unlock target 1523.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:55:02:549 STACKGotoAndAttack Preprocessor. Attacker=3943, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:55:05:689 STACKPoint of interest has already been interacted with.

    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

01:55:35:969 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:55:55:896 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:55:55:896 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:56:01:043 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:043 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:481 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:481 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:481 STACK[Desync] 'PointOfInterest#425' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:481 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:481 STACK[Desync] 'PointOfInterest#468' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:522 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:01:921 STACKGameServerState_Turn_Begin.

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

01:56:04:636 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:04:637 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:04:671 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:04:720 STACKGameServerState_Turn_AI.

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

01:56:04:720 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:04:720 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:05:135 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:05:362 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:05:524 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:05:524 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:05:524 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:06:042 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:06:406 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:06:424 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:56:06:664 STACKGameServerState_Turn_Main.

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

01:56:06:755 STACKGameClientState_Turn_Begin.

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

01:56:06:755 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:06:755 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:06:755 STACK[Kaiju] Kaiju Empire [Chaka] formula = n * (NumberOfPlayers = 8) * (GameSpeedMultiplier = 1) * (GameDifficultyKaijuSpawnMultiplier = 1)

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:06:755 STACK[Kaiju] Kaiju Empire [Chaka] Industry needed to Spawn: [72000]

    KaijuCouncil:GetIndustryNeededToSpawn()
    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:06:755 STACK[Kaiju] Total Industry Spent: [72646.02]

    KaijuCouncil:Client_TurnBegin_CheckIndustryThreshold()
    KaijuCouncil+c__Iterator2AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:06:792 STACKGameClientState_Turn_Main.

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

01:56:06:993 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:06:993 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:07:397 STACKRegister new contract DiplomaticContract 4074 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:07:398 STACKContract 4074 pass from state Negotiation to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:09:071 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:09:071 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:09:071 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:09:071 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:09:072 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:10:040 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:10:040 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:10:040 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:10:534 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:10:534 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:348 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:348 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:348 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:787 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:787 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:787 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:787 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:787 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:787 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:11:787 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:12:018 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:56:13:060 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:13:718 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:56:14:300 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:14:300 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:15:403 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:15:403 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:56:26:770 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:58:34:914 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:58:34:914 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:58:40:849 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:40:849 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,AICommanderMission_ColonizationDefault,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,AICommanderMission_RoamingDefault,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:41:310 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:41:311 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:41:368 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:41:664 STACKGameServerState_Turn_Begin.

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

01:58:42:954 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000BD09, Ticket: 00004528

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:42:954 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4098, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:42:983 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:44:763 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:44:763 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:44:788 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:44:827 STACKGameServerState_Turn_AI.

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

01:58:44:827 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:44:828 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:45:241 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:475 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:475 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:475 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:475 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:633 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:633 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:633 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:633 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:45:815 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:46:138 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:46:138 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:46:138 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:46:138 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:46:138 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:58:46:354 STACKGameServerState_Turn_Main.

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

01:58:46:445 STACKGameClientState_Turn_Begin.

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

01:58:46:445 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:46:446 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:46:511 STACKGameClientState_Turn_Main.

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

01:58:46:687 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:46:687 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:46:687 STACKThe construction 4008 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:46:687 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:48:833 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:48:833 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:48:833 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:48:987 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:48:987 STACKThe construction 4077 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:50:290 STACKGotoAndAttack Preprocessor. Attacker=3889, Defender=3631.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:50:315 STACKArmyGoToAndAttackInstruction: lock target 3631.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:50:498 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:50:498 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:50:498 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:50:498 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:50:498 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:115 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:320 STACKArmyGoToAndAttackInstruction: Attack target: 3631

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:320 STACKArmyGoToAndAttackInstruction: Unlock target 3631.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:592 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:592 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:593 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:659 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:58:51:801 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:51:938 STACKPreprocessor failed because the tile (42,27) is not stopable for army 4075.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:53:091 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:54:356 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:54:356 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:54:356 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:54:356 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:54:356 STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:55:390 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:55:390 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:58:55:440 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:59:26:307 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

01:59:34:361 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:59:34:362 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:59:43:959 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:59:43:959 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

01:59:49:126 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:49:126 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:49:762 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:50:286 STACKGameServerState_Turn_Begin.

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

01:59:53:540 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:53:541 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:53:578 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:53:638 STACKGameServerState_Turn_AI.

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

01:59:53:638 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:53:638 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:54:035 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:59:54:268 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:59:54:612 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:59:54:921 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:59:54:921 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

01:59:55:143 STACKGameServerState_Turn_Main.

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

01:59:55:224 STACKGameClientState_Turn_Begin.

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

01:59:55:224 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:55:224 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:55:259 STACKGameClientState_Turn_Main.

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

01:59:55:469 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:55:469 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:55:469 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:55:498 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:55:498 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:55:498 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:57:366 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:57:762 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:57:763 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:59:271 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:59:271 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

01:59:59:271 STACKThe construction 3807 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:00:484 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:00:484 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:00:559 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:00:01:741 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:01:741 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:01:741 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:01:741 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:03:041 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:03:041 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:03:901 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:04:116 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:04:116 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:04:116 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:04:116 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:00:06:997 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:00:14:882 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:01:04:324 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:01:04:324 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:01:09:638 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:09:638 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:10:166 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:10:166 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:10:167 STACK[Desync] 'PointOfInterest#418' has been reattached to 'City#962' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:10:397 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:10:397 STACK[Desync] 'PointOfInterest#471' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:10:619 STACKGameServerState_Turn_Begin.

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

02:01:12:032 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000C0E6, Ticket: 000046AF

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:12:033 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4152, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:12:053 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:13:752 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:13:752 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:13:794 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:13:839 STACKGameServerState_Turn_AI.

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

02:01:13:840 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:13:840 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:14:233 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:01:14:485 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:01:14:810 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:01:15:101 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:01:15:120 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:01:15:331 STACKGameServerState_Turn_Main.

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

02:01:15:461 STACKGameClientState_Turn_Begin.

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

02:01:15:461 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:15:461 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:15:574 STACKGameClientState_Turn_Main.

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

02:01:15:631 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:15:952 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)
    Kaiju:ChangeToGarrisonMode(System.Reflection.ParameterInfo)
    KaijuCouncil:SpawnKaiju(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:15:952 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)
    KaijuEmpire:AddKaiju(System.Reflection.ParameterInfo)
    KaijuCouncil:SpawnKaiju(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:15:991 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:15:991 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:15:991 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:16:021 STACKDiplomatic relation between empire 4 and empire 7: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:16:021 STACKDiplomatic relation between empire 7 and empire 4: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:17:983 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:01:18:083 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:18:083 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:18:083 STACKThe construction 4122 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:19:390 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:19:390 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:19:440 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:19:440 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:19:440 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:20:698 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:20:698 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:22:023 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:23:336 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:23:336 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:23:336 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:23:336 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:24:405 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:01:24:406 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:10:895 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:02:10:895 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:02:16:439 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:16:439 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:17:074 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:17:074 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:17:074 STACK[Desync] 'PointOfInterest#458' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:17:404 STACKGameServerState_Turn_Begin.

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

02:02:20:760 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:20:760 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:20:760 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:20:784 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:20:820 STACKGameServerState_Turn_AI.

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

02:02:20:820 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:20:820 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:21:220 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:02:21:438 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock12.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:02:21:456 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:02:21:804 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:02:22:136 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:02:22:136 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:02:22:377 STACKGameServerState_Turn_Main.

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

02:02:22:465 STACKGameClientState_Turn_Begin.

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

02:02:22:466 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:22:466 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:22:509 STACKGameClientState_Turn_Main.

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

02:02:22:709 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:22:710 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:22:710 STACKThe construction 4119 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:22:710 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:24:609 STACKPreprocessor failed because the tile (60,62) is not passable for army 2901.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:24:610 STACKPreprocessor failed because the tile (60,62) is not stopable for army 2901.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:25:078 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:25:078 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:26:548 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:27:856 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:27:857 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:29:100 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:29:100 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:29:100 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:29:100 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:30:386 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:30:386 STACKThe construction 4175 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:31:449 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:32:282 STACKGotoAndAttack Preprocessor. Attacker=3885, Defender=3775.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:32:283 STACKOrder preprocessing failed because the defender is moving. Attacker=3885, Defender=3775.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:35:931 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_AttackAndTameKaijuDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:35:931 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_AttackAndTameKaijuDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:35:931 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_AttackAndTameKaijuDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:37:598 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:02:40:819 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:03:11:924 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:03:11:925 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:03:43:573 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:03:43:573 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:03:49:020 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:020 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RegroupArmyAt,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:497 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:498 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:498 STACK[Desync] 'PointOfInterest#147' has been reattached to 'City#4128' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:498 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:498 STACK[Desync] 'PointOfInterest#434' has been reattached to 'City#962' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:539 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:780 STACKGameServerState_Turn_Begin.

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

02:03:49:781 STACKSeason change: new season 'Summer', the new season will end at turn 150 (duration: 3 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:49:935 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:53:377 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:53:377 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:53:377 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:53:408 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:53:445 STACKGameServerState_Turn_AI.

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

02:03:53:445 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:53:445 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:53:855 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:54:481 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:54:482 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:54:482 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:54:818 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:55:258 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:55:276 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:55:276 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:55:276 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:03:55:497 STACKGameServerState_Turn_Main.

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

02:03:55:563 STACKGameClientState_Turn_Begin.

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

02:03:55:563 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:55:563 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:55:616 STACKGameClientState_Turn_Main.

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

02:03:55:806 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:55:806 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:55:841 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:55:841 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:55:841 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:57:594 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:03:57:891 STACKPreprocessor failed because the tile (44,6) is not passable for army 3798.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:57:891 STACKPreprocessor failed because the tile (44,6) is not stopable for army 3798.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:57:954 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:03:58:387 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:58:387 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:58:431 STACKThe construction 4188 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:59:873 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:59:873 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:03:59:947 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:04:01:129 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:02:216 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:04:02:412 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:03:257 STACKGotoAndAttack Preprocessor. Attacker=4177, Defender=3619.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:03:698 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:04:771 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:04:771 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:04:771 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:04:771 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:04:771 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:06:036 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=3943.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:06:072 STACKArmyGoToAndAttackInstruction: lock target 3943.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:07:061 STACKArmyGoToAndAttackInstruction: Unlock target 3943.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:08:769 STACKGotoAndAttack Preprocessor. Attacker=4177, Defender=3619.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:08:793 STACKArmyGoToAndAttackInstruction: lock target 3619.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:09:197 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=3943.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:09:346 STACKPreprocessor failed because the tile (14,28) is not stopable for army 2764.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:09:792 STACKArmyGoToAndAttackInstruction: Attack target: 3619

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:09:792 STACKArmyGoToAndAttackInstruction: Unlock target 3619.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:12:351 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:32:238 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:04:32:238 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:04:37:937 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:37:937 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:38:433 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:38:814 STACKGameServerState_Turn_Begin.

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

02:04:41:990 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:41:990 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:41:990 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:42:019 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:42:054 STACKGameServerState_Turn_AI.

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

02:04:42:054 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:42:054 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:42:472 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:42:716 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock5.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:42:735 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:43:083 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:43:712 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:43:712 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:43:731 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:43:731 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:04:43:989 STACKGameServerState_Turn_Main.

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

02:04:44:085 STACKGameClientState_Turn_Begin.

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

02:04:44:086 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:44:086 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:44:187 STACKGameClientState_Turn_Main.

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

02:04:44:332 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:45:458 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:04:46:630 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:46:630 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:46:630 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:46:630 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:47:926 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:47:926 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:47:926 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:47:926 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:47:926 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:49:205 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:49:205 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:50:462 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:50:462 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:50:463 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:50:463 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:50:463 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:51:542 STACKThe construction 4214 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:52:602 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:04:52:602 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:05:21:123 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:05:21:123 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:05:43:096 STACKThe construction 4234 is already at the index 12.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:03:095 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:06:03:095 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:06:08:387 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:08:387 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:08:881 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:08:881 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:08:881 STACK[Desync] 'PointOfInterest#473' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:09:256 STACKGameServerState_Turn_Begin.

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

02:06:12:522 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:12:522 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:12:522 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:12:561 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:12:598 STACKGameServerState_Turn_AI.

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

02:06:12:598 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:12:598 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:13:014 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:13:286 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:13:666 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:13:958 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:13:975 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:14:230 STACKGameServerState_Turn_Main.

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

02:06:14:300 STACKGameClientState_Turn_Begin.

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

02:06:14:300 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:14:301 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:14:361 STACKGameClientState_Turn_Main.

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

02:06:14:361 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:14:544 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:14:544 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:14:544 STACKThe construction 4187 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:16:436 STACKGotoAndAttack Preprocessor. Attacker=2932, Defender=2095.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:16:459 STACKArmyGoToAndAttackInstruction: lock target 2095.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:16:844 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:16:845 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:064 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:480 STACKPreprocessor failed because the tile (46,60) is not passable for army 2932.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:480 STACKPreprocessor failed because the tile (46,60) is not stopable for army 2932.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:480 STACKArmyGoToAndAttackInstruction: Attack target: 2095

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:480 STACKArmyGoToAndAttackInstruction: Unlock target 2095.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:941 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:941 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:941 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:941 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:941 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:942 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectCreepingNodeTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:942 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectCityLookAtToInfiltrate:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:17:942 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_PacifyVillage:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:18:254 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CleanGarrisonAfterEncounter(System.Reflection.ParameterInfo)
    Garrison:CleanAfterEncounter(System.Reflection.ParameterInfo)
    GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:18:377 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:18:377 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:19:615 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:19:616 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:20:863 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:20:863 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:20:863 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:20:864 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:21:987 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:21:987 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:21:987 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:21:988 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:23:028 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:23:028 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:38:368 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:06:38:368 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:06:43:529 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:43:530 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,AICommanderMission_DefenseRoaming,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:200 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:200 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:200 STACK[Desync] 'PointOfInterest#192' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:200 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:200 STACK[Desync] 'PointOfInterest#447' has been reattached to 'City#962' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:200 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:201 STACK[Desync] 'PointOfInterest#409' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:201 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:201 STACK[Desync] 'PointOfInterest#405' has been reattached to 'City#899' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:44:701 STACKGameServerState_Turn_Begin.

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

02:06:48:455 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:48:456 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:48:456 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:48:498 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:48:535 STACKGameServerState_Turn_AI.

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

02:06:48:535 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:48:535 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:48:942 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:49:206 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:49:608 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:49:923 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:49:943 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:06:50:197 STACKGameServerState_Turn_Main.

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

02:06:50:311 STACKGameClientState_Turn_Begin.

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

02:06:50:312 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 9.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:312 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:359 STACKGameClientState_Turn_Main.

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

02:06:50:568 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:569 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:569 STACKThe construction 4208 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:569 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:569 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:569 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:50:569 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:52:883 STACKPreprocessor failed because the tile (44,25) is not stopable for army 4075.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:52:925 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:52:925 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:52:925 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:52:925 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:52:925 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:54:204 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:54:204 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:54:267 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:54:267 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:54:267 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:55:463 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:55:463 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:55:559 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:06:55:853 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

02:06:55:853 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

02:06:56:765 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:57:023 STACKDiplomatic relation between empire 5 and empire 7: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:57:023 STACKDiplomatic relation between empire 7 and empire 5: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:58:052 STACKGotoAndAttack Preprocessor. Attacker=2855, Defender=4200.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:58:052 STACKOrder preprocessing failed because the defender is moving. Attacker=2855, Defender=4200.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:58:320 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:06:58:916 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:06:58:916 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:07:01:516 STACKGotoAndAttack Preprocessor. Attacker=4200, Defender=2855.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:07:06:368 STACKGotoAndAttack Preprocessor. Attacker=4200, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:08:33:726 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:08:33:726 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:15:22:535 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:15:22:536 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:15:27:753 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:27:753 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:28:254 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:28:254 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:28:254 STACK[Desync] 'PointOfInterest#52' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:28:254 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:28:254 STACK[Desync] 'PointOfInterest#475' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:28:927 STACKGameServerState_Turn_Begin.

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

02:15:28:927 STACKSeason change: new season 'Winter', the new season will end at turn 157 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:28:928 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:32:347 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:32:347 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:32:348 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:32:368 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:32:404 STACKGameServerState_Turn_AI.

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

02:15:32:404 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:32:404 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:32:783 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:33:442 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:33:636 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock2 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:33:814 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:33:838 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:34:024 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:34:207 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:34:225 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:15:34:493 STACKGameServerState_Turn_Main.

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

02:15:34:568 STACKGameClientState_Turn_Begin.

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

02:15:34:568 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 10.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:34:568 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:34:625 STACKGameClientState_Turn_Main.

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

02:15:34:823 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:34:823 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:35:286 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:15:36:460 STACKPreprocessor failed because the tile (59,28) is not passable for army 2021.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:36:460 STACKPreprocessor failed because the tile (59,28) is not stopable for army 2021.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:36:772 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:15:37:112 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:37:112 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:38:397 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:39:681 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:40:939 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:40:939 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:40:939 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:40:939 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:41:961 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:41:961 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:42:129 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:42:129 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:42:129 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:43:042 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:43:042 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:45:619 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:45:620 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:15:45:620 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:19:13:809 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:19:13:810 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:19:13:810 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:20:53:042 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:20:53:043 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:20:58:464 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:20:58:464 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,AICommanderMission_RegroupArmyAt,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:20:59:023 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:20:59:024 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:20:59:024 STACK[Desync] 'PointOfInterest#169' has been reattached to 'City#4128' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:20:59:318 STACKGameServerState_Turn_Begin.

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

02:21:02:367 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:02:368 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:02:368 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:02:397 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:02:445 STACKGameServerState_Turn_AI.

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

02:21:02:445 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:02:445 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:02:867 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:21:03:212 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:21:03:618 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:21:03:989 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock2 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock15.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:21:03:989 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:21:04:007 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:21:04:296 STACKGameServerState_Turn_Main.

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

02:21:04:369 STACKGameClientState_Turn_Begin.

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

02:21:04:369 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 11.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:04:370 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:04:419 STACKGameClientState_Turn_Main.

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

02:21:04:612 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:04:612 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:06:936 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:06:936 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:06:936 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:06:936 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:06:936 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:205 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:205 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:206 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:206 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:206 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:234 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:234 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:234 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:08:289 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:21:09:494 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:09:494 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:10:515 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:10:515 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:10:515 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:10:879 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:10:879 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:10:879 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:10:879 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:11:069 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:11:070 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:11:070 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:11:783 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:21:11:931 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:12:981 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:21:12:981 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:24:57:680 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:25:57:194 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:25:57:194 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:26:03:221 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:03:221 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:03:798 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:03:799 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:03:799 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:03:799 STACK[Desync] 'PointOfInterest#454' has been reattached to 'City#962' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:04:214 STACKGameServerState_Turn_Begin.

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

02:26:05:940 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000D48A, Ticket: 00005120

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:05:940 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4382, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:05:969 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:07:757 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:07:757 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:07:757 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:07:782 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:07:821 STACKGameServerState_Turn_AI.

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

02:26:07:821 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:07:821 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:08:221 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:26:08:551 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:26:09:266 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:26:09:653 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:26:09:672 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:26:09:939 STACKGameServerState_Turn_Main.

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

02:26:10:011 STACKGameClientState_Turn_Begin.

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

02:26:10:011 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 12.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:10:011 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:10:069 STACKGameClientState_Turn_Main.

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

02:26:10:070 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:10:258 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:10:258 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:12:617 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:12:617 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:12:617 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:12:617 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:13:914 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:13:914 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:15:051 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:15:051 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:15:051 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:15:190 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:16:264 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:17:298 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:17:298 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:17:298 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:17:298 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:17:298 STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:18:367 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:18:367 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:18:367 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:18:367 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:26:18:367 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:19:153 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:27:19:154 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:27:24:120 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:27:24:121 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:27:25:099 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:25:099 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:25:099 STACK[Desync] 'PointOfInterest#161' has been reattached to 'City#4128' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:25:381 STACKGameServerState_Turn_Begin.

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

02:27:28:942 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:28:943 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:28:943 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:28:971 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:29:008 STACKGameServerState_Turn_AI.

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

02:27:29:008 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:29:008 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:29:403 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:27:29:735 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:27:30:170 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:27:30:546 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:27:30:564 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:27:30:824 STACKGameServerState_Turn_Main.

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

02:27:30:894 STACKGameClientState_Turn_Begin.

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

02:27:30:894 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 13.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:30:894 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:30:940 STACKGameClientState_Turn_Main.

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

02:27:31:129 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:31:129 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:31:129 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:31:129 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:31:129 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:32:809 STACKPreprocessor failed because the tile (59,28) is not passable for army 2021.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:32:810 STACKPreprocessor failed because the tile (59,28) is not stopable for army 2021.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:33:507 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:33:508 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:34:787 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:34:787 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:35:865 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:35:865 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:36:922 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:36:922 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:36:922 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:36:922 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:36:922 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:36:922 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:38:013 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:38:013 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:38:013 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:38:842 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:38:842 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:46:592 STACKGotoAndAttack Preprocessor. Attacker=2764, Defender=4098.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:46:626 STACKArmyGoToAndAttackInstruction: lock target 4098.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:48:638 STACKArmyGoToAndAttackInstruction: Attack target: 4098

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:48:639 STACKArmyGoToAndAttackInstruction: Unlock target 4098.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:27:48:768 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    BattleSidePanel+c__Iterator510:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:27:48:769 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    NotificationPanelEncounterBase:RefreshContent()
    NotificationPanelEncounterSetup:RefreshContent()
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:27:52:925 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:29:52:997 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    BattleSidePanel+c__Iterator510:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:Encounter_EncounterStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo)
    Encounter:set_EncounterState(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:29:52:998 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    NotificationPanelEncounterBase:RefreshContent()
    NotificationPanelEncounterEnded:RefreshContent()
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:Encounter_EncounterStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo)
    Encounter:set_EncounterState(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:16:809 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:30:16:809 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:30:17:524 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:30:17:524 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:30:24:617 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:24:617 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:25:041 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:25:315 STACKGameServerState_Turn_Begin.

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

02:30:26:731 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000D707, Ticket: 000051F5

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:26:731 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4422, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:26:771 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:26:772 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000D708, Ticket: 000051F6

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:26:772 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4426, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:26:795 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:28:709 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:28:710 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:28:710 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:28:740 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:28:790 STACKGameServerState_Turn_AI.

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

02:30:28:790 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:28:790 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:29:274 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:30:29:576 STACKThe agent NetEmpireMoney init value is out of agent range -4.541306E-08 not in [0,1]. it will be clamped.

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:30:29:596 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:30:29:791 STACKAI don't want to research technology TechnologyDefinitionStrategicExtractionCommon anymore. AI now wants technology TechnologyDefinitionFood8.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:30:30:000 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:30:30:421 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:30:30:421 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:30:30:724 STACKGameServerState_Turn_Main.

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

02:30:30:833 STACKGameClientState_Turn_Begin.

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

02:30:30:833 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 14.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:30:833 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:30:907 STACKGameClientState_Turn_Main.

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

02:30:31:080 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:31:080 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:33:188 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_AttackAndTameKaijuDefault=2340 for GenericCommander Priority 0.6467292

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:33:371 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:33:371 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:34:672 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:34:672 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:34:796 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:30:35:940 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:36:708 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:30:36:983 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:36:984 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:37:901 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:30:38:035 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:38:035 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:38:035 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:38:035 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:38:035 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:39:093 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:39:093 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:39:119 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:39:119 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:39:119 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:30:42:628 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:37:349 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:31:37:349 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:31:42:687 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:42:687 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:335 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:336 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:336 STACK[Desync] 'PointOfInterest#61' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:336 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:336 STACK[Desync] 'PointOfInterest#129' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:336 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:336 STACK[Desync] 'PointOfInterest#141' has been reattached to 'City#4128' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:336 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:337 STACK[Desync] 'PointOfInterest#413' has been reattached to 'City#1679' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:44:636 STACKGameServerState_Turn_Begin.

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

02:31:47:953 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:47:954 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:47:954 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:47:990 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:48:048 STACKGameServerState_Turn_AI.

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

02:31:48:048 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:48:049 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:48:455 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:48:781 STACKThe agent NetEmpireMoney init value is out of agent range -4.541306E-08 not in [0,1]. it will be clamped.

    NetEmpireMoneyAgent:ComputeInitValue()
    Amplitude.Unity.AI.Amas.Agent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset()
    Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset()
    NetEmpireMoneyAgent:Reset()
    Amplitude.Unity.AI.Amas.AgentGroup:Reset()
    Amplitude.Unity.AI.Amas.Amas:Reset()
    ResourceEvaluationAmas:Run()
    AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:48:799 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:48:983 STACKAI don't want to research technology TechnologyDefinitionFood8 anymore. AI now wants technology TechnologyDefinitionRoad.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:200 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:589 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:606 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:641 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:641 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:641 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:641 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:31:49:853 STACKGameServerState_Turn_Main.

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

02:31:49:920 STACKGameClientState_Turn_Begin.

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

02:31:49:921 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 15.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:49:921 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:49:968 STACKGameClientState_Turn_Main.

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

02:31:50:180 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:51:085 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:31:51:914 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:31:52:544 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:52:544 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:53:848 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:53:981 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:31:55:128 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:55:128 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:56:020 STACKGotoAndAttack Preprocessor. Attacker=4037, Defender=2764.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:56:095 STACKArmyGoToAndAttackInstruction: lock target 2764.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:56:224 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:31:56:224 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:56:224 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:57:416 STACKArmyGoToAndAttackInstruction: Attack target: 2764

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:57:416 STACKArmyGoToAndAttackInstruction: Unlock target 2764.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:57:617 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:57:617 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:57:617 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:57:617 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:57:617 STACKThe construction 4413 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:31:58:469 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:33:39:944 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:38:42:110 STACKEmpty default class.... ConstructibleTooltipData

    PanelFeatureEffects_DescriptorProvider+c__Iterator483:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:38:48:828 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:38:48:829 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:38:54:486 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:54:486 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:55:009 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:55:378 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:413 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:413 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:413 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:434 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:471 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:471 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:471 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:38:58:863 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:38:59:173 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:38:59:577 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:00:007 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:00:007 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:00:026 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:00:568 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:640 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:640 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 16.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:640 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:687 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:687 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:891 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:891 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:00:891 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000DB86, empire: 28, guid: 4477, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:02:656 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:03:243 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:03:243 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:03:243 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:03:243 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:03:243 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:04:507 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:04:507 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:05:828 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:05:828 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:05:828 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:06:024 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=4382.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:06:865 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:06:865 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:06:865 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:06:865 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:06:865 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:07:870 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:07:936 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:07:936 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:07:966 STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:07:966 STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:07:966 STACKBooster BoosterCadavers does not have an activations counter property named 'BoosterCadaversActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:08:091 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:08:770 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:08:770 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:08:792 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:08:792 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:08:792 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:41:769 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:39:41:769 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:39:47:579 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:47:579 STACKTimeout: Tickables NeedTick: AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:48:067 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:49:064 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:49:064 STACKSeason change: new season 'Summer', the new season will end at turn 161 (duration: 3 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:49:064 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:49:258 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:52:732 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:52:732 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:52:732 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:52:761 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:52:803 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:52:803 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:52:803 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:53:226 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:53:515 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:53:699 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:53:904 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:53:942 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:54:128 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock14.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:54:340 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock2 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock15.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:54:340 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:54:358 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:39:54:620 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:54:693 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:54:693 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 17.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:54:693 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:54:754 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:54:953 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:54:953 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:54:953 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000DD4F, empire: 35, guid: 4499, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:55:562 STACKGotoAndAttack Preprocessor. Attacker=2021, Defender=3631.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:55:586 STACKArmyGoToAndAttackInstruction: lock target 3631.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:56:082 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:56:422 STACKGotoAndAttack Preprocessor. Attacker=4177, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:56:422 STACKGotoAndAttack Preprocessor. Attacker=4200, Defender=3894.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:56:422 STACKOrder preprocessing failed because the defender is moving. Attacker=4200, Defender=3894.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:56:916 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:39:57:094 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:57:094 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:57:597 STACKArmyGoToAndAttackInstruction: Attack target: 3631

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:57:597 STACKArmyGoToAndAttackInstruction: Unlock target 3631.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:58:328 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:58:328 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:58:329 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:58:329 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:59:575 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:59:612 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:59:612 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:59:612 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:39:59:638 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:00:628 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:00:628 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:00:628 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:00:628 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:00:628 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:01:526 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:40:01:676 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:01:676 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:02:745 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:02:745 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:02:745 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:03:600 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:03:601 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:40:49:968 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:41:33:883 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:41:33:883 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:41:39:081 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:39:081 STACKTimeout: Tickables NeedTick: AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:39:648 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:39:693 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:39:972 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:42:954 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:42:954 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:42:954 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:42:977 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:43:014 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:43:014 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:43:014 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:43:707 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:43:989 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:43:989 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:43:990 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:44:383 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:44:763 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:44:782 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:44:782 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:44:782 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:44:782 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:41:45:026 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:45:106 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:45:106 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 18.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:45:106 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:45:144 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:45:355 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:45:355 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:45:355 STACK[AI] Send feedback UnitsInMyTerritoryFeedbackPositive from empire 1 send to empire 0 at turn 158.

    CommunicationAIHelper:ThrowFeedback()
    CommunicationAIHelper:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:47:511 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:47:511 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:48:773 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:48:773 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:48:773 STACKThe construction 4281 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:50:074 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:51:118 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:51:118 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:51:119 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:52:201 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:52:201 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:52:201 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:52:201 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:52:201 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:53:260 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:53:260 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:41:59:305 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:42:17:288 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:42:17:288 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:42:18:370 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:18:404 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:19:084 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:049 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:049 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:050 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:074 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:113 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:114 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:114 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:22:536 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:22:809 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:001 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:001 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:001 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:002 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:224 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:634 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:653 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:42:23:893 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:23:979 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:23:979 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 19.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:23:979 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:24:036 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:24:228 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:24:229 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:24:229 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000DFE2, Ticket: 00005580, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:24:229 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000DFE3, Ticket: 00005581, Class: EmpirePlanForeignAffairs Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:24:229 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000DFE4, Ticket: 00005582, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:355 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:355 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:355 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:355 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:355 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:355 STACKThe construction 4505 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:415 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E02B, Ticket: 000055A1, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:415 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E02C, Ticket: 000055A2, Class: EmpirePlanEconomy Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:415 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E02D, Ticket: 000055A3, Class: EmpirePlanMilitary Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:26:416 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E02E, Ticket: 000055A4, Class: EmpirePlanForeignAffairs Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:27:834 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:27:834 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:27:834 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:27:923 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E048, Ticket: 000055B1, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:27:923 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E049, Ticket: 000055B2, Class: EmpirePlanEconomy Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:27:923 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E04A, Ticket: 000055B3, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:27:948 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E04B, Ticket: 000055B4, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:28:520 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:42:29:027 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:42:29:098 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:29:098 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:29:098 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:29:098 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:29:098 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:30:179 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:30:179 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:30:179 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E084, Ticket: 000055D1, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:30:179 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E085, Ticket: 000055D2, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:30:179 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E086, Ticket: 000055D3, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:30:179 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E087, Ticket: 000055D4, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:31:233 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:31:233 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0A1, Ticket: 000055E2, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:31:233 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0A2, Ticket: 000055E3, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:31:233 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0A3, Ticket: 000055E4, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:33:317 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:33:317 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:33:317 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0BC, Ticket: 000055F2, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:33:317 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0BD, Ticket: 000055F3, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:33:317 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0BE, Ticket: 000055F4, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:38:241 STACKForce level 2 on plan EmpirePlanKnowledge

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:42:42:001 STACKForce level 2 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:42:44:059 STACKForce level 2 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:42:44:914 STACKForce level 1 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:42:54:053 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0F8, Class: EmpirePlanMilitary Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:54:053 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0F9, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:54:053 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0FA, Class: EmpirePlanForeignAffairs Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:42:54:053 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000E0FB, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:03:151 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:44:03:151 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:44:08:722 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:08:722 STACKTimeout: Tickables NeedTick: AICommanderMission_QuestRoaming,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:09:408 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:09:539 STACKInterpreter can't get the property 'CurrentEra' on simulation object 'Army#4477'.

    Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionProperty:Evaluate(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionLink:Evaluate(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.Advanced.Interpreter:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PillageReward_Resource:GetValue(System.Reflection.ParameterInfo)
    PillageReward_Resource:ComputeReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:PillageSucceedPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:09:539 STACKCan't find resource location 'EmpireMoney'.

    DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1EB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:09:539 STACKCan't find resource location 'Luxury5'.

    DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1EB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:09:783 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:263 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:263 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:263 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:331 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:380 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:380 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:380 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:13:791 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:44:14:071 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:44:14:478 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:44:14:917 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:44:14:934 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:44:15:190 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:15:276 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:15:276 STACKQuest 'DLC21_14AForgottenHero', Timer '$TimeBeforeReset' eleapsedTurn = 20.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:15:276 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:15:341 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:15:341 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:15:535 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:15:535 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:16:169 STACKGotoAndAttack Preprocessor. Attacker=2817, Defender=3631.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:16:194 STACKArmyGoToAndAttackInstruction: lock target 3631.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:17:754 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:18:208 STACKArmyGoToAndAttackInstruction: Attack target: 3631

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:18:208 STACKArmyGoToAndAttackInstruction: Unlock target 3631.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:19:068 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:20:218 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:44:20:294 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:460 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:460 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:460 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:570 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:570 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:570 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:570 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:21:570 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:135 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:135 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:135 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:816 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:816 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:895 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:896 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:22:896 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:23:880 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:44:24:717 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:07:823 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:45:07:823 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:45:13:658 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:13:658 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:125 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:593 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:593 STACKSeason change: new season 'HeatWave', the new season will end at turn 167 (duration: 5 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:790 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:790 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:790 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:790 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:791 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:791 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:791 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:791 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:791 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:791 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:791 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:792 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:793 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:794 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:14:795 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:458 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:458 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:459 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:485 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:518 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:518 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:518 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:18:924 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:45:19:195 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:45:19:581 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:45:19:975 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:45:19:975 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:45:20:238 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:20:320 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:20:320 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:20:366 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:20:578 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:20:578 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:20:578 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000E39F, empire: 12, guid: 4669, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:20:606 STACKThe construction 4522 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:21:268 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:45:22:499 STACKDiplomatic relation between empire 2 and empire 5: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:22:499 STACKDiplomatic relation between empire 5 and empire 2: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:22:499 STACKDiplomatic relation between empire 4 and empire 5: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:22:499 STACKDiplomatic relation between empire 5 and empire 4: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:22:676 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:22:676 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:23:262 STACKPreprocessor failed because the tile (58,41) is not passable for army 3631.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:23:262 STACKPreprocessor failed because the tile (58,41) is not stopable for army 3631.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:23:957 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:23:958 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:23:958 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:23:958 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:24:811 STACKPoint of interest has already been interacted with.

    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:214 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:214 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:214 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:214 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:214 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:214 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:214 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:248 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:249 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:249 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:333 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:45:25:780 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:781 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:25:781 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:26:059 STACKPoint of interest has already been interacted with.

    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:26:471 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:26:471 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:26:737 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:26:737 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:26:737 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:26:768 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:45:27:736 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:27:736 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:29:818 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:45:29:818 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:13:353 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:46:13:353 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:46:39:205 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:46:39:205 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:46:44:799 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:44:799 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,AICommanderMission_PacifyVillage,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:45:413 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:45:413 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:45:414 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:45:414 STACK[Desync] 'PointOfInterest#207' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:45:746 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:47:311 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000E585, Ticket: 0000588C

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:47:311 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4691, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:47:332 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:354 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:354 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:354 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:385 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:445 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:445 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:445 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:49:839 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:46:50:134 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:46:50:545 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:46:50:944 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:46:50:944 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:46:50:962 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:46:51:252 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:51:345 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:51:345 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:51:406 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:51:577 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:51:577 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:51:577 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:53:462 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:53:915 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:53:915 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:53:915 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:53:915 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:53:915 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:55:453 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:55:964 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:55:964 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:55:964 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:56:663 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:56:663 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:56:663 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:57:284 STACKGotoAndAttack Preprocessor. Attacker=4177, Defender=4426.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:57:916 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:57:916 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:58:558 STACKGotoAndAttack Preprocessor. Attacker=4200, Defender=2577.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:58:558 STACKOrder preprocessing failed because the defender is moving. Attacker=4200, Defender=2577.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:59:198 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:59:199 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:59:199 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:59:199 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:59:199 STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:46:59:704 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:47:00:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:00:288 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:01:334 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:01:334 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:01:334 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:05:389 STACKGotoAndAttack Preprocessor. Attacker=4578, Defender=4683.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:05:412 STACKArmyGoToAndAttackInstruction: lock target 4683.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:06:121 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:47:06:438 STACKArmyGoToAndAttackInstruction: Unlock target 4683.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:08:612 STACKGotoAndAttack Preprocessor. Attacker=4578, Defender=4683.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:41:134 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:47:41:134 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:47:46:430 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:46:430 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,AICommanderMission_Garrison,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_ColonizationDefault,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:46:994 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:47:036 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:47:265 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:50:733 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:50:733 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:50:733 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:50:776 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:50:829 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:50:829 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:50:829 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:51:232 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:51:516 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:51:539 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:51:539 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:51:958 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:52:351 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:52:374 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:52:374 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:52:374 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:52:374 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:47:52:649 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:749 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:749 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:808 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:988 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:988 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:988 STACKThe construction 4695 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:988 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:988 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:52:988 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:54:736 STACKGotoAndAttack Preprocessor. Attacker=4578, Defender=4607.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:54:887 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:55:317 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:55:318 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:56:830 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:56:831 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:56:831 STACKThe construction 4554 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:58:118 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:58:578 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:47:59:216 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:47:59:400 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:59:400 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:59:400 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:47:59:400 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:00:276 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=3894.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:00:338 STACKArmyGoToAndAttackInstruction: lock target 3894.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:00:680 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:00:681 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:00:681 STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:00:681 STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:00:681 STACKBooster BoosterCadavers does not have an activations counter property named 'BoosterCadaversActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:01:076 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:01:709 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:01:709 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:02:332 STACKArmyGoToAndAttackInstruction: Unlock target 3894.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:04:506 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=3894.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:48:12:341 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CleanGarrisonAfterEncounter(System.Reflection.ParameterInfo)
    Garrison:CleanAfterEncounter(System.Reflection.ParameterInfo)
    GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:02:700 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:25:888 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:25:888 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:32:088 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:32:089 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:32:089 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:32:089 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:32:089 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:32:089 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:32:117 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:50:34:962 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:34:962 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:447 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:447 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:447 STACK[Desync] 'PointOfInterest#41' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:447 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:447 STACK[Desync] 'PointOfInterest#151' has been reattached to 'City#4128' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:447 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:447 STACK[Desync] 'PointOfInterest#201' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:37:798 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:39:147 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000EA58, Ticket: 00005AD7

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:39:148 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4736, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:39:206 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:39:206 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000EA59, Ticket: 00005AD8

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:39:206 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4740, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:39:228 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:058 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:059 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:059 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:087 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:134 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:134 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:134 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:41:549 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:50:41:839 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:50:42:285 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:50:42:679 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:50:42:679 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:50:42:951 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:43:037 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:43:037 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:43:085 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:43:085 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:43:283 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:43:283 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:43:283 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:45:198 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:45:646 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:45:647 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:45:647 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:47:140 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:50:47:232 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:47:232 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:48:487 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:48:604 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:50:49:798 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:50:419 STACKPreprocessor failed because the tile (52,22) is not stopable for army 4607.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:51:012 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:50:51:128 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:51:128 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:51:128 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:51:128 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:51:128 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:51:809 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:50:52:165 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:52:165 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:53:238 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:53:238 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:53:238 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:50:56:417 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:56:417 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:56:417 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:56:417 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:56:417 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:50:56:418 STACKFalse

    WorldArmy:AddMapBoostFxs()
    WorldArmy+c__Iterator70B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:51:53:906 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:51:53:906 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:51:59:139 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:51:59:139 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:51:59:643 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:00:105 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:00:155 STACK[Quest] Applying quest world effect QuestWorldEffect#0010 for -1 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:03:698 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:03:698 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:03:698 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:03:727 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:03:786 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:03:786 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:03:786 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:04:210 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:52:04:506 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:52:04:934 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:52:05:353 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:52:05:373 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:52:05:647 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:05:758 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:05:758 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:05:818 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:06:004 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:06:005 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:06:005 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000EC91, empire: 34, guid: 4824, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:06:031 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:08:173 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:08:173 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:09:267 STACKTrying to process order DepartmentOfEducation/OrderForceShiftUnits from the Empire but no processor info exists.

    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:09:523 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:10:757 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:12:026 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:12:887 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=4736.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:12:916 STACKArmyGoToAndAttackInstruction: lock target 4736.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:13:352 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:13:352 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:13:352 STACKThe construction 4512 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:13:927 STACKArmyGoToAndAttackInstruction: Unlock target 4736.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:14:413 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:15:252 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:52:15:902 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=4736.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:53:53:147 STACKContract 3921 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:53:53:147 STACKDiplomatic relation between empire 0 and empire 7: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:53:53:147 STACKDiplomatic relation between empire 0 and empire 7: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:53:53:148 STACKDiplomatic relation between empire 7 and empire 0: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:53:53:148 STACKDiplomatic relation between empire 7 and empire 0: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:53:53:148 STACKContract 3921 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:53:57:356 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:54:06:603 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:54:06:604 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:54:06:868 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:54:11:806 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:11:806 STACKTimeout: Tickables NeedTick: AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,AICommanderMission_DefenseRoaming,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:12:299 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:12:341 STACK[Kaiju] Kaiju Empire [Chaka] Relocation Formula Result: [15]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:12:614 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:15:808 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:15:809 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:15:809 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:15:831 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:15:871 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:15:871 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:15:871 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:16:266 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:16:535 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:16:554 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:16:554 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:16:942 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:319 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:336 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:371 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:371 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:371 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:371 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:371 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:371 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:54:17:646 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:17:757 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:17:757 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:17:810 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:17:999 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:17:999 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:18:000 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:18:000 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:18:000 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:18:000 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:20:075 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:20:126 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:54:20:333 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:20:333 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:21:587 STACKTrying to process order DepartmentOfEducation/OrderForceShiftUnits from the Empire but no processor info exists.

    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:21:811 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:21:812 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:22:041 STACKPreprocessor failed because the tile (60,62) is not passable for army 2901.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:22:041 STACKPreprocessor failed because the tile (60,62) is not stopable for army 2901.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:22:670 STACKUnknown defender (type: 'Kaiju', guid: 2661).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:24:229 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:54:24:392 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:24:392 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:24:392 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:24:392 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:24:392 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:25:230 STACKPreprocessor failed because the tile (50,62) is not stopable for army 4759.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:25:230 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=4736.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:25:255 STACKArmyGoToAndAttackInstruction: lock target 4736.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:25:641 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:25:641 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:26:286 STACKArmyGoToAndAttackInstruction: Unlock target 4736.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:26:759 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:27:436 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:54:27:856 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:27:856 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:27:856 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:28:486 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=4736.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:29:532 STACKGotoAndAttack Preprocessor. Attacker=4578, Defender=4200.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:29:532 STACKOrder preprocessing failed because the defender is moving. Attacker=4578, Defender=4200.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:30:467 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:54:52:218 STACKDiplomatic relation between empire 0 and empire 5: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:52:219 STACKDiplomatic relation between empire 5 and empire 0: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:54:52:310 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:54:52:310 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:55:30:798 STACKRegister new contract DiplomaticContract 4847 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:36:822 STACKContract 4847 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:36:823 STACKDiplomatic relation between empire 0 and empire 5: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:36:823 STACKDiplomatic relation between empire 0 and empire 5: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:36:823 STACKDiplomatic relation between empire 5 and empire 0: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:36:823 STACKDiplomatic relation between empire 5 and empire 0: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:36:823 STACKContract 4847 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:44:619 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:55:48:897 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:55:48:898 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:55:54:685 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:54:685 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,AICommanderMission_Garrison,,,,AICommanderMission_BailToCity,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:232 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:232 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:232 STACK[Desync] 'PointOfInterest#40' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:232 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:232 STACK[Desync] 'PointOfInterest#28' has been reattached to 'City#856' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:232 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:232 STACK[Desync] 'PointOfInterest#135' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:725 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:726 STACKSeason change: new season 'Summer', the new season will end at turn 170 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:988 STACKArmy_MapBoostChange: Trying to remove a boostFx that is null

    WorldArmy:Army_MapBoostChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:CheckMapBoostOnUnits()
    Unit:RemoveMapBoost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveEffectFromUnits(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveAllBoostsEffects()
    MapBoostManager:RemoveMapBoosts()
    GameClient+c__Iterator6D4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:988 STACKArmy_MapBoostChange: Trying to remove a boostFx that is null

    WorldArmy:Army_MapBoostChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:CheckMapBoostOnUnits()
    Unit:RemoveMapBoost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveEffectFromUnits(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveAllBoostsEffects()
    MapBoostManager:RemoveMapBoosts()
    GameClient+c__Iterator6D4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:57:988 STACKArmy_MapBoostChange: Trying to remove a boostFx that is null

    WorldArmy:Army_MapBoostChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Army:CheckMapBoostOnUnits()
    Unit:RemoveMapBoost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveEffectFromUnits(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MapBoostManager:RemoveAllBoostsEffects()
    MapBoostManager:RemoveMapBoosts()
    GameClient+c__Iterator6D4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:55:58:135 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:01:829 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:01:829 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:01:830 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:01:854 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:01:894 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:01:894 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:01:894 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:02:348 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:56:02:654 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:56:03:097 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:56:03:556 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:56:03:570 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:56:03:916 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:004 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:004 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:073 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:245 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:245 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:245 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:514 STACKRegister new contract DiplomaticContract 4864 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:04:549 STACKContract 4864 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:05:615 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:56:06:356 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:06:570 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:06:570 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:06:570 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:06:570 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:06:570 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:07:831 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:07:831 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:07:831 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:07:831 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:08:094 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:56:08:470 STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'City#3352'.

    DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator267:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:09:458 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:09:458 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:09:458 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:09:487 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:56:10:496 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:10:496 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:10:496 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:10:496 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:10:497 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:11:131 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:11:567 STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:11:567 STACKSynchronous job SynchronousJob_AssignPopulation failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:11:567 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:11:567 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:12:218 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:12:237 STACKArmyGoToAndAttackInstruction: lock target 1523.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:12:237 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:12:237 STACKArmyGoToAndAttackInstruction: Unlock target 1523.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:12:440 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:12:440 STACKThe construction 4753 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:13:246 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:13:877 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:13:911 STACKArmyGoToAndAttackInstruction: lock target 1523.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:13:940 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:13:940 STACKArmyGoToAndAttackInstruction: Unlock target 1523.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:13:964 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:56:14:736 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=1523.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:14:768 STACKArmyGoToAndAttackInstruction: lock target 1523.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:14:768 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:14:768 STACKArmyGoToAndAttackInstruction: Unlock target 1523.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:16:268 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:56:17:095 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:17:128 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:17:128 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:17:129 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:18:346 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:18:364 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:18:365 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:18:365 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:19:587 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:19:607 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:19:607 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:19:608 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:20:607 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:20:624 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:20:624 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:20:625 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:244 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:261 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:261 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:261 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:892 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:907 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:908 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:21:908 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:23:146 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:23:162 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:23:162 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:23:162 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:24:416 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:24:434 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:24:434 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:24:434 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:25:423 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:25:438 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:25:438 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:25:439 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:26:262 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:26:279 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:26:279 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:26:279 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:064 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:081 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:081 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:081 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:913 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:933 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:933 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:27:933 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:28:746 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:28:763 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:28:763 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:28:763 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:29:580 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:29:597 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:29:598 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:29:598 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:30:422 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:30:437 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:30:438 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:30:438 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:31:250 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:31:265 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:31:265 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:31:265 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:089 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:107 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:107 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:107 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:914 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:932 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:932 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:32:932 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:33:730 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:33:747 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:33:747 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:33:747 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:34:575 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:34:594 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:34:594 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:34:594 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:35:417 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:35:451 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:35:451 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:35:451 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:36:253 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:36:268 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:36:268 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:36:268 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:115 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:139 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:139 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:139 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:936 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:951 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:951 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:37:951 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:38:771 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:38:786 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:38:787 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:38:787 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:39:592 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:39:623 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:39:623 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:39:624 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:40:417 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:40:434 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:40:434 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:40:434 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:41:268 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:41:302 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:41:303 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:41:303 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:077 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:095 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:095 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:095 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:904 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:927 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:927 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:42:927 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:43:747 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:43:776 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:43:776 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:43:776 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:44:589 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:44:604 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:44:604 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:44:604 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:45:434 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:45:450 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:45:451 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:45:451 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:46:272 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:46:291 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:46:291 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:46:292 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:096 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:113 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:113 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:113 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:913 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:936 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:936 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:47:936 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:48:232 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction:OnAcceptCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:56:48:259 STACKContract 4864 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:48:259 STACKDiplomaticContract.State = Signed

    NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6EC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:48:750 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:48:770 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:48:770 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:48:771 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:49:573 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:49:590 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:49:590 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:49:590 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:50:645 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:50:694 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:50:694 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:50:694 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:51:478 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:51:498 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:51:498 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:51:498 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:52:342 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:52:363 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:52:363 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:52:363 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:53:197 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:53:227 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:53:228 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:53:228 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:050 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:070 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:070 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:070 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:881 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:900 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:900 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:54:900 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:55:719 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:55:740 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:55:740 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:55:740 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:56:585 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:56:604 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:56:604 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:56:605 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:57:423 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:57:440 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:57:440 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:57:441 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:58:264 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:58:283 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:58:283 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:58:283 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:104 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:123 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:123 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:123 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:954 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:985 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:985 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:56:59:986 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:00:807 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:00:834 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:00:834 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:00:834 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:01:626 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:01:645 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:01:645 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:01:645 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:02:486 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:02:510 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:02:510 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:02:510 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:03:307 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:03:324 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:03:324 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:03:324 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:04:144 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:04:162 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:04:162 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:04:162 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:012 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:035 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:035 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:035 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:862 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:882 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:882 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:05:882 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:06:681 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:06:706 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:06:706 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:06:706 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:07:507 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:07:524 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:07:524 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:07:524 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:08:357 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:08:377 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:08:377 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:08:377 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:09:201 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:09:224 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:09:224 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:09:224 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:061 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:086 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:086 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:086 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:906 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:929 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:929 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:10:929 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:11:747 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:11:769 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:11:769 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:11:769 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:12:605 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:12:627 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:12:627 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:12:627 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:13:438 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:13:460 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:13:460 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:13:460 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:14:475 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:14:495 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:14:496 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:14:496 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:15:318 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:15:337 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:15:337 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:15:337 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:16:153 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:16:176 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:16:176 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:16:176 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:16:978 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:17:000 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:17:000 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:17:000 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:17:824 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:17:842 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:17:842 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:17:842 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:18:683 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:18:697 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:18:697 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:18:697 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:19:526 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:19:542 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:19:542 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:19:542 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:20:341 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:20:367 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:20:367 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:20:368 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:21:186 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:21:205 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:21:205 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:21:205 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:017 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:033 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:033 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:033 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:850 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:865 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:865 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:22:865 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:23:676 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:23:694 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:23:694 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:23:694 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:24:512 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:24:528 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:24:528 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:24:528 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:24:803 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:57:24:803 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:57:25:217 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:233 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:233 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:233 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:336 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:355 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:355 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:355 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:449 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:466 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:466 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:467 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:569 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:584 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:584 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:584 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:700 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:716 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:716 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:716 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:831 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:848 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:849 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:849 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:938 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:955 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:955 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:25:955 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:050 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:071 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:071 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:071 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:173 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:188 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:188 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:188 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:309 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:327 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:327 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:327 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:431 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:448 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:448 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:448 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:545 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:560 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:560 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:560 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:646 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:664 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:664 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:664 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:778 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:808 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:808 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:808 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:890 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:906 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:906 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:906 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:26:995 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:024 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:024 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:024 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:118 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:134 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:135 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:135 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:224 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:240 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:240 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:240 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:348 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:364 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:364 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:364 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:473 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:488 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:488 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:488 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:591 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:606 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:607 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:607 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:714 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:732 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:732 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:732 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:823 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:838 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:839 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:839 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:950 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:967 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:967 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:27:967 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:075 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:098 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:098 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:098 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:192 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:209 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:209 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:209 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:316 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:336 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:336 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:336 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:425 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:441 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:442 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:442 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:546 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:560 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:560 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:560 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:652 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:669 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:670 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:670 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:771 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:792 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:792 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:792 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:894 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:909 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:909 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:28:909 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:011 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:027 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:027 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:028 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:123 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:138 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:138 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:138 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:256 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:271 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:271 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:271 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:368 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:385 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:385 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:385 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:492 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:508 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:508 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:508 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:611 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:626 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:626 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:626 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:741 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:765 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:765 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:765 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:857 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:881 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:881 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:881 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:962 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:977 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:977 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:29:977 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:100 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:118 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:119 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:119 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:234 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:234 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyArmy,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:749 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:750 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:750 STACK[Desync] 'PointOfInterest#26' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:750 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:750 STACK[Desync] 'PointOfInterest#463' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:30:806 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:31:061 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:33:964 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:33:964 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:33:964 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:33:990 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:34:034 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:34:034 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:34:034 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:34:431 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:34:747 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:34:763 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:34:763 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:34:931 STACKAI don't want to research technology TechnologyDefinitionRoad anymore. AI now wants technology TechnologyDefinitionArmorUncommonTier1.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:35:179 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:35:908 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:35:908 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:35:970 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:35:970 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:57:36:264 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:36:329 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:36:330 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:36:387 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:36:387 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:36:569 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:36:569 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:36:569 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:37:068 STACKRegister new contract DiplomaticContract 4900 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:37:096 STACKContract 4900 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:37:483 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:57:38:079 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:38:097 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:38:098 STACKPreprocessor failed because the transition between (27,96) and (25,95) is impossible for army 4683.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:38:098 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:38:695 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:38:883 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:39:199 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:57:40:367 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:40:367 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:40:367 STACKThe construction 4842 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:41:009 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:41:009 STACKOrder preprocessing failed because the defender is moving. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:41:246 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:57:42:303 STACKDiplomatic relation between empire 1 and empire 4: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:42:303 STACKDiplomatic relation between empire 4 and empire 1: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:42:863 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:42:863 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:42:863 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:42:863 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:42:863 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:44:121 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:44:121 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:44:121 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:44:121 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:44:121 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:45:205 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:45:205 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:47:696 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=3798.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:47:713 STACKArmyGoToAndAttackInstruction: lock target 3798.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:48:718 STACKArmyGoToAndAttackInstruction: Unlock target 3798.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:48:989 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:57:51:748 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4691.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:57:55:994 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

02:58:09:515 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction:OnAcceptCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:58:09:535 STACKContract 4900 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:58:09:536 STACKDiplomaticContract.State = Signed

    NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6EC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:07:435 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:07:435 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:08:491 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:08:492 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:10:350 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:10:351 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:22:216 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:22:217 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:38:723 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:38:723 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:47:515 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    LoadSaveModalPanel:OnConfirmFileSaveOverwrite(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessagePanel:OnButton1CB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:59:47:516 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    LoadSaveModalPanel:OnConfirmFileSaveOverwrite(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessagePanel:OnButton1CB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:59:47:516 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    LoadSaveModalPanel:OnConfirmFileSaveOverwrite(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessagePanel:OnButton1CB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

02:59:48:865 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:48:866 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

02:59:54:052 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:54:052 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,,,,,,,AICommanderMission_Pacification,,,,AICommanderMission_RegroupArmyAt,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:55:528 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:55:528 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:55:528 STACK[Desync] 'PointOfInterest#172' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:55:559 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:55:766 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:092 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:092 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:093 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:124 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:174 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:174 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:175 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

02:59:59:624 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:59:59:918 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:59:59:936 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:59:59:936 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:59:59:936 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

02:59:59:936 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:00:349 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:00:783 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:00:798 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:00:848 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:00:848 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:00:848 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:00:848 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:00:01:115 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:186 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:186 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:272 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:419 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:420 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:420 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:700 STACKRegister new contract DiplomaticContract 4924 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:01:718 STACKContract 4924 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:03:096 STACKPreprocessor failed because the tile (27,42) is not stopable for army 4903.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:03:711 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:03:711 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:03:711 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:03:711 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:03:711 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:05:182 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:05:182 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:05:182 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:05:183 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:05:310 STACKThe construction 4750 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:06:472 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:06:473 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:06:473 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:06:473 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:07:944 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:07:944 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:08:388 STACK[Quest,Alert] [GlobalQuestCoop#0004] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:08:829 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:00:08:961 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:08:961 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:09:811 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:10:669 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:11:532 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:00:11:766 STACK[Quest,Alert] [GlobalQuestCoop#0004] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:14:135 STACK[Quest,Alert] [GlobalQuestCoop#0004] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:16:610 STACK[Quest,Alert] [GlobalQuestCoop#0004] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:18:414 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:18:486 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:00:41:229 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction:OnAcceptCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:00:41:251 STACKContract 4924 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:41:251 STACKDiplomaticContract.State = Signed

    NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6EC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:44:266 STACK[Quest] Removing quest world effect: QuestWorldEffect#0010

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:00:44:306 STACK[Quest,Alert] [GlobalQuestCoop#0004] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:10:152 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:02:10:152 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:02:15:321 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:15:321 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:15:740 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:16:297 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:16:297 STACKSeason change: new season 'Winter', the new season will end at turn 184 (duration: 13 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:16:297 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:19:903 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:19:903 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:19:903 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:19:926 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:19:983 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:19:984 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:19:984 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:20:399 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:20:776 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:20:957 STACKAI don't want to research technology TechnologyDefinitionArmorUncommonTier1 anymore. AI now wants technology TechnologyDefinitionFood8.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:20:957 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock2 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:21:238 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:21:255 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:21:504 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock5 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:21:766 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock3.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:21:766 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:21:783 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:02:22:100 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:22:174 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:22:174 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:22:258 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:22:461 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:22:462 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:22:512 STACKRegister new contract DiplomaticContract 4940 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:22:512 STACKContract 4940 pass from state Negotiation to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:23:223 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:02:23:522 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:02:23:826 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:02:24:535 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:24:535 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:24:535 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:25:838 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:25:838 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:26:880 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:26:880 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:26:880 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:338 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:377 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:406 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:406 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:407 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:672 STACKPreprocessor failed because the tile (23,43) is not stopable for army 4903.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:915 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:915 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:27:915 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:28:404 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:28:404 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:28:404 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:28:404 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:28:404 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:29:147 STACKPreprocessor failed because the tile (22,44) is not stopable for army 4437.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:29:459 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:30:314 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:02:30:533 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:31:341 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:02:31:379 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:02:32:420 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:02:32:753 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator261:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:03:32:579 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:04:24:371 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:04:24:371 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:04:33:481 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:04:33:482 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:04:38:697 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:38:697 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:39:220 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:39:644 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:42:707 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:42:707 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:42:708 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:42:742 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:42:782 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:42:783 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:42:783 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:43:187 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:04:43:559 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:04:44:026 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:04:44:527 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:04:44:544 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:04:45:258 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:45:340 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:45:340 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:45:388 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:45:590 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:45:591 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:47:911 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:47:911 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:47:911 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:47:911 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:47:911 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:47:911 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:49:204 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:49:204 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:50:468 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:50:468 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:50:468 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:50:468 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:50:513 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:50:513 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:50:513 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:51:718 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:51:718 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:52:805 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:53:878 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:53:878 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:58:057 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:58:057 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:58:057 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:58:785 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:58:786 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:04:58:786 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:05:21:768 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:06:23:121 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:07:00:011 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:07:00:011 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:07:05:385 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:05:385 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:05:832 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:05:833 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:06:087 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:07:238 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#0000FEE3, Ticket: 000064F9

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:07:238 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 4997, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:07:262 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:306 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:306 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:306 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:332 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:369 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:369 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:369 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:09:788 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:10:164 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:10:643 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:11:184 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:11:201 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:11:535 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:615 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:615 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:699 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:699 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:887 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:887 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:887 STACKThe construction 4975 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:11:887 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:13:778 STACKPreprocessor failed because the tile (19,45) is not stopable for army 4437.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:14:174 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:14:174 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:421 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:421 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:421 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:421 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:421 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:493 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:543 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:543 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:15:543 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:16:378 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:07:17:757 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:18:799 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:18:799 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:18:799 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:18:799 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:18:800 STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:19:462 STACKPreprocessor failed because the tile (18,43) is not stopable for army 4437.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:19:867 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:19:867 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:19:867 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:19:867 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:19:867 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:25:917 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:07:46:338 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:07:46:338 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:07:52:837 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:52:838 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:53:280 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:53:281 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:53:281 STACK[Desync] 'PointOfInterest#480' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:53:555 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:56:616 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:56:616 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:56:616 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:56:643 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:56:675 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:56:675 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:56:676 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:57:102 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:57:474 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:57:969 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:58:469 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock4 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock14.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:58:486 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:58:506 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:07:58:852 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:58:925 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:58:925 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:58:970 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:59:156 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:07:59:156 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:01:498 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:01:498 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:01:498 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:01:499 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:01:499 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:02:741 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:02:742 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:02:742 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:05:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:05:288 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:05:288 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:05:289 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:05:289 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:06:357 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:06:357 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:07:434 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:07:435 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:08:13:883 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:08:17:191 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:08:55:607 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:08:55:608 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:09:00:756 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:00:756 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:01:212 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:01:457 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:02:641 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#000101C1, Ticket: 00006608

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:02:641 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 5045, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:02:681 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:02:681 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#000101C2, Ticket: 00006609

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:02:681 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 5049, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:02:703 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:04:707 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:04:707 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:04:708 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:04:735 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:04:798 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:04:799 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:04:799 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:05:236 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:09:05:619 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:09:05:802 STACKAI don't want to research technology TechnologyDefinitionArmorUncommonTier1 anymore. AI now wants technology TechnologyDefinitionRoad.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:09:06:069 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:09:06:568 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:09:06:585 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:09:06:955 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:07:047 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:07:047 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:07:094 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:07:284 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:09:163 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:09:576 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:09:576 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:09:576 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:10:911 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:10:911 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:12:185 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:13:497 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:13:497 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:14:538 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:14:538 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:14:538 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:14:538 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:14:538 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:15:403 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:16:646 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:16:646 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:16:646 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:09:18:616 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:10:06:869 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:10:06:869 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:10:19:703 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:10:19:703 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:10:20:945 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:21:698 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:24:549 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:24:549 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:24:549 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:24:579 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:24:615 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:24:615 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:24:615 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:25:035 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:10:25:420 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:10:25:901 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:10:26:418 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock4.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:10:26:418 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:10:26:434 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:10:26:801 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:26:898 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:26:898 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:26:898 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:26:952 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:27:136 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:27:136 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:29:203 STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_AttackAndTameKaijuDefault

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:29:423 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:29:423 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:30:855 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:30:855 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:33:363 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:33:363 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:34:426 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:34:426 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:35:491 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:10:35:491 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:19:952 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:11:19:952 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:11:26:168 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:26:168 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:26:616 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:26:616 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:26:616 STACK[Desync] 'PointOfInterest#255' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:26:868 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:29:941 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:29:941 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:29:941 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:29:959 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:30:001 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:30:001 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:30:001 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:30:434 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:11:30:851 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:11:31:368 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:11:31:935 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:11:31:935 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:11:32:328 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:402 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:402 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:402 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:460 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:460 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:662 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:662 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:32:662 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:34:671 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:11:35:211 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:35:211 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:35:211 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:35:211 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:35:211 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:36:470 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:36:470 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:36:515 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:37:721 STACKThe construction 5035 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:38:777 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:38:777 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:38:777 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:38:777 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:38:777 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:39:814 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:39:814 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:40:661 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:40:661 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:40:681 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:40:681 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:40:681 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:42:601 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:11:48:275 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:12:26:473 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:12:26:473 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:12:30:282 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:12:30:282 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:12:35:545 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:35:545 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:35:987 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:36:206 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:38:917 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:38:917 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:38:918 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:38:950 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:38:984 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:38:984 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:38:984 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:39:386 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:12:39:769 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:12:40:237 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:12:40:755 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:12:40:769 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:12:41:119 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:41:553 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:41:553 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:41:553 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:41:638 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:41:788 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:41:788 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:41:788 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:098 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:098 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:098 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:098 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:099 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:099 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:099 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:44:099 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:45:143 STACKGotoAndAttack Preprocessor. Attacker=3029, Defender=4696.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:45:143 STACKOrder preprocessing failed because the defender is moving. Attacker=3029, Defender=4696.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:45:358 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:45:358 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:45:358 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:45:449 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:12:46:793 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:793 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:793 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:793 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:793 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:793 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:793 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:793 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI1 = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI2 = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:794 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI3 = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI4 = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:795 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 5

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:796 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 6

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:796 STACK[Quest] Adding global quest variable: $Global_VictoryQuestPOI5 = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:796 STACK[Quest] Set victory quest point of interests: PointOfInterest#264 ((47,48), Himun), PointOfInterest#446 ((57,86), Valdaea), PointOfInterest#115 ((38,25), Amenvar), PointOfInterest#246 ((19,46), Kentamys), PointOfInterest#295 ((66,55), Darklands)

    QuestBehaviourTreeNode_Action_SelectVictoryQuestLocations:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:46:796 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:948 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:948 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:948 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:949 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:949 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:949 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:949 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:47:949 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:49:224 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:49:224 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:49:224 STACKEventBoosterActivated! (booster definition name: 'BoosterDecreaseCityProduction2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:49:224 STACKBooster BoosterDecreaseCityProduction2 does not have an activations counter property named 'BoosterDecreaseCityProduction2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:49:659 STACKUnknown defender (type: 'Kaiju', guid: 2661).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:50:074 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:50:316 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:50:316 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:12:51:787 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:12:54:148 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:12:54:767 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:15:26:968 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:15:26:968 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:15:29:045 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:15:29:045 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:15:29:760 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACK[Desync] 'PointOfInterest#139' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACK[Desync] 'PointOfInterest#140' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACK[Desync] 'PointOfInterest#27' has been reattached to 'City#3297' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACK[Desync] 'PointOfInterest#170' has been reattached to 'City#4128' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:761 STACK[Desync] 'PointOfInterest#282' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:839 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:840 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:840 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:840 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:29:840 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:30:182 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:426 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:426 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:426 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:445 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:478 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:478 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:478 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:33:902 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:15:34:323 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:15:34:820 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:15:35:385 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:15:35:407 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:15:35:804 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:35:935 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:35:935 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:35:935 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:35:935 STACKEventVictoryConditionAlert: 'Quest', raising alert #0 for empire #4.

    EventVictoryConditionAlert:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    VictoryManager:IVictoryManagementService.CheckForAlerts(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:35:996 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:36:103 STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

    Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Get2DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Play2DEvent(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlaySound(System.Reflection.ParameterInfo)
    NotificationListPanel:ProcessAction(System.Reflection.ParameterInfo)
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:15:36:199 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:36:276 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:38:487 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:40:000 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:40:001 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:40:948 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:15:40:948 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:15:41:284 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:41:521 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=4437.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:41:545 STACKArmyGoToAndAttackInstruction: lock target 4437.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:41:925 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_AttackAndTameKaijuDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:41:925 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_AttackAndTameKaijuDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:41:925 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_AttackAndTameKaijuDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:42:357 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:42:357 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:42:379 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:42:379 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:42:379 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:43:248 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:15:43:399 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:43:400 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:43:400 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:43:400 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:43:400 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:43:552 STACKArmyGoToAndAttackInstruction: Attack target: 4437

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:43:553 STACKArmyGoToAndAttackInstruction: Unlock target 4437.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:44:292 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:44:293 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:44:293 STACKOrder preprocessing failed because the constructible element DistrictImprovement1Necrophage is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:15:47:286 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:16:46:324 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+c__Iterator74E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:16:46:325 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+c__Iterator74E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:16:46:325 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+c__Iterator74E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:16:46:325 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+c__Iterator74E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:16:46:325 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+c__Iterator74E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:16:46:325 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxVegetationPatchRenderer+c__Iterator74E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:17:28:080 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:17:28:081 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:17:33:468 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:33:468 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:33:933 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:34:182 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:036 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:036 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:036 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:059 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:112 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:112 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:112 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:37:860 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:17:38:278 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:17:38:802 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:17:39:379 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:17:39:393 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:17:39:759 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:39:867 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:39:867 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 5.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:39:868 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:39:949 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:113 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:113 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:114 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00010AA6, empire: 49, guid: 5235, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:167 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010AAB, Ticket: 000068F3, Class: EmpirePlanKnowledge Level: 4.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:167 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010AAC, Ticket: 000068F4, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:167 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010AAD, Ticket: 000068F5, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:167 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010AAE, Ticket: 000068F6, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:40:792 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=5084.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:41:557 STACKUnknown defender (type: 'Kaiju', guid: 2661).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:242 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=2690 for GenericCommander Priority 0.1250705

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:472 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:472 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:507 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:507 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:507 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:507 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B2F, Ticket: 0000691B, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:507 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B30, Ticket: 0000691C, Class: EmpirePlanEconomy Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:989 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B31, Ticket: 0000691D, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:989 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B32, Ticket: 0000691E, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:42:989 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)
    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    MajorEmpire:AddTamedKaiju(System.Reflection.ParameterInfo)
    KaijuCouncil:MajorEmpireTameKaiju(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator271:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:44:293 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:44:293 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:44:293 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:44:357 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B7F, Ticket: 00006946, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B80, Ticket: 00006947, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B81, Ticket: 00006948, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:45:564 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:46:835 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:46:835 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B93, Ticket: 00006952, Class: EmpirePlanKnowledge Level: 4.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:46:835 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B94, Ticket: 00006953, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:46:858 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010B95, Ticket: 00006954, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010BA8, Ticket: 0000695F, Class: EmpirePlanEconomy Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010BA9, Ticket: 00006960, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:47:891 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010BAA, Ticket: 00006961, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:48:739 STACKThe construction 5223 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:48:740 STACKOrder preprocessing failed because the constructible element DistrictImprovement1Necrophage is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:49:573 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:49:574 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:49:574 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010BCB, Ticket: 00006975, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:49:574 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010BCC, Ticket: 00006976, Class: EmpirePlanForeignAffairs Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:49:574 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010BCD, Ticket: 00006977, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:49:574 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010BCE, Ticket: 00006978, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:17:55:480 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:18:06:662 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 5273, level: 4.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 5275, level: 4.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:18:06:662 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00010C18, empire: 53, guid: 5273, level: 4

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:18:06:733 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00010C1A, empire: 53, guid: 5275, level: 4

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:18:22:724 STACKForce level 1 on plan EmpirePlanKnowledge

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:23:746 STACKForce level 1 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:25:202 STACKForce level 1 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:26:957 STACKForce level 1 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:30:127 STACKForce level 2 on plan EmpirePlanKnowledge

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:31:432 STACKForce level 2 on plan EmpirePlanForeignAffairs

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:33:454 STACKForce level 2 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:34:265 STACKForce level 1 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:18:41:226 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010C22, Class: EmpirePlanMilitary Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:18:41:226 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010C23, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:18:41:226 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010C24, Class: EmpirePlanForeignAffairs Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:18:41:226 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00010C25, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:19:10:309 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:19:10:309 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:19:49:853 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:19:59:371 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:19:59:372 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:20:04:912 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:04:912 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:05:455 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:05:827 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:05:871 STACK[Quest] Applying quest world effect QuestWorldEffect#0009 for -1 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:08:734 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:08:734 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:08:735 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:08:761 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:08:805 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:08:805 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:08:805 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:09:202 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:20:09:560 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:20:10:051 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:20:10:583 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:20:10:599 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:20:11:305 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:11:381 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:11:382 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 6.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:11:382 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:11:457 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:11:457 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:11:647 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:11:692 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:13:588 STACKGotoAndAttack Preprocessor. Attacker=4977, Defender=4740.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:13:588 STACKOrder preprocessing failed because the defender is moving. Attacker=4977, Defender=4740.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:14:011 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:14:011 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:15:538 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:15:620 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:16:324 STACKGotoAndAttack Preprocessor. Attacker=4977, Defender=4740.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:16:324 STACKOrder preprocessing failed because the defender is moving. Attacker=4977, Defender=4740.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:16:411 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:20:16:762 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:18:058 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:19:307 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:19:307 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:19:801 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:19:801 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:19:801 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:19:831 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:20:385 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:20:385 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:20:386 STACKOrder preprocessing failed because the constructible element DistrictImprovement1Necrophage is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:187 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:188 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:188 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:433 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:433 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:552 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:552 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:632 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:20:21:632 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:21:03:533 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:07:367 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:22:07:367 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:22:14:523 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:14:523 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,AICommanderMission_RegroupArmyAt,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:15:158 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:15:158 STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:15:158 STACK[Desync] 'PointOfInterest#292' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:15:601 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:18:658 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:18:659 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:18:659 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:18:686 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:18:723 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:18:723 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:18:723 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:19:088 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:22:19:489 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:22:19:489 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:22:19:993 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:22:20:899 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:22:20:918 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:22:21:253 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:21:336 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:21:336 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 7.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:21:336 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:21:427 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:21:590 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:23:992 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:23:992 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:478 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:478 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:478 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:478 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:478 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:518 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:544 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:25:653 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:22:26:213 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:22:26:609 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:26:609 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 5372, level: 4.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:26:609 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:26:609 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 7, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:26:610 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00010F54, empire: 53, guid: 5372, level: 4

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:009 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:009 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:009 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:071 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:071 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:071 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:156 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:156 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:27:156 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:28:243 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:28:243 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:29:530 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:29:530 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:30:589 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:30:589 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:30:589 STACKOrder preprocessing failed because the constructible element DistrictImprovement1Necrophage is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:31:010 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:22:57:402 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:22:57:402 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:23:02:682 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:02:682 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:04:310 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:04:310 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:04:310 STACK[Desync] 'PointOfInterest#149' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:04:310 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:04:310 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:04:310 STACK[Desync] 'PointOfInterest#467' has been reattached to 'City#3726' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:04:638 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:06:175 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00011027, Ticket: 00006B0F

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:06:175 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 5393, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:06:207 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:07:931 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:07:931 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:07:931 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:07:972 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:08:022 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:08:022 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:08:022 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:08:403 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:23:08:797 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:23:09:006 STACKAI don't want to research technology TechnologyDefinitionRoad anymore. AI now wants technology TechnologyDefinitionDocks.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:23:09:317 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:23:10:226 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:23:10:248 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:23:10:599 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:10:686 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:10:687 STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 8.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:10:687 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:10:760 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:10:966 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:13:281 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:13:281 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:13:541 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:23:14:623 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:23:14:657 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:657 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:657 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:747 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:747 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:747 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:748 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:748 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:805 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:14:805 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:16:216 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:17:502 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:17:502 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:17:502 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:17:502 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:17:502 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:18:782 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:18:783 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:20:060 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:20:060 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:20:060 STACKOrder preprocessing failed because the constructible element DistrictImprovement1Necrophage is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:20:099 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:20:099 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:20:099 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:27:034 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 5419, level: 4.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 5420, level: 4.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()

03:23:27:034 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000111B6, empire: 53, guid: 5419, level: 4

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:27:073 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000111B8, empire: 53, guid: 5420, level: 4

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:33:271 STACKGotoAndAttack Preprocessor. Attacker=2764, Defender=5420.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:33:308 STACKArmyGoToAndAttackInstruction: lock target 5420.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:37:297 STACKArmyGoToAndAttackInstruction: Attack target: 5420

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:37:297 STACKArmyGoToAndAttackInstruction: Unlock target 5420.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:23:44:089 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:26:26:624 STACKNot enough action points.

    Army:HasEnoughActionPoint(System.Reflection.ParameterInfo)
    ArmyWorldCursor:ValidatePath()
    ArmyWorldCursor:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

03:26:34:816 STACKGotoAndAttack Preprocessor. Attacker=4140, Defender=5049.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:26:34:837 STACKArmyGoToAndAttackInstruction: lock target 5049.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:26:35:844 STACKArmyGoToAndAttackInstruction: Attack target: 5049

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:26:35:844 STACKArmyGoToAndAttackInstruction: Unlock target 5049.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:26:35:981 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    BattleSidePanel+c__Iterator510:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:26:35:981 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    NotificationPanelEncounterBase:RefreshContent()
    NotificationPanelEncounterSetup:RefreshContent()
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:26:39:230 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:28:12:693 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    BattleSidePanel+c__Iterator510:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:Encounter_EncounterStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo)
    Encounter:set_EncounterState(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:28:12:694 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    NotificationPanelEncounterBase:RefreshContent()
    NotificationPanelEncounterEnded:RefreshContent()
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:Encounter_EncounterStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo)
    Encounter:set_EncounterState(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:34:56:927 STACKNot enough action points.

    Army:HasEnoughActionPoint(System.Reflection.ParameterInfo)
    ArmyWorldCursor:ValidatePath()
    ArmyWorldCursor:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

03:35:02:939 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:35:02:939 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:35:08:183 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:08:183 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:08:712 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:08:713 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:08:713 STACK[Desync] 'PointOfInterest#171' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:09:098 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:12:573 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:12:574 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:12:574 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:12:606 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:12:658 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:12:658 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:12:658 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:13:078 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:35:13:531 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:35:13:734 STACKAI don't want to research technology TechnologyDefinitionDocks anymore. AI now wants technology TechnologyDefinitionArmorUncommonTier1.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:35:14:077 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:35:14:698 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:35:14:719 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:35:15:076 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:15:224 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:15:224 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:15:316 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:15:471 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:15:736 STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:15:766 STACKContract 5469 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:15:766 STACKContract 5469 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:17:986 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:17:987 STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_FrontierHarass

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:18:210 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:18:210 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:18:211 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:18:211 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:18:211 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:18:715 STACKPreprocessor failed because the tile (27,42) is not stopable for army 5084.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:19:743 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:19:743 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:19:861 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

03:35:19:862 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

03:35:21:010 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:21:010 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:22:305 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:22:305 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:22:305 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:22:305 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:23:598 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:23:598 STACKOrder preprocessing failed because the constructible element DistrictImprovement1Necrophage is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:23:629 STACKEventBoosterActivated! (booster definition name: 'BoosterDecreaseCityProduction2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:23:630 STACKBooster BoosterDecreaseCityProduction2 does not have an activations counter property named 'BoosterDecreaseCityProduction2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:24:639 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:24:639 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:35:37:058 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:36:14:714 STACKGotoAndAttack Preprocessor. Attacker=4140, Defender=5393.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:36:14:740 STACKArmyGoToAndAttackInstruction: lock target 5393.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:36:16:752 STACKArmyGoToAndAttackInstruction: Attack target: 5393

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:36:16:752 STACKArmyGoToAndAttackInstruction: Unlock target 5393.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:36:16:899 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    BattleSidePanel+c__Iterator510:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:36:16:899 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    NotificationPanelEncounterBase:RefreshContent()
    NotificationPanelEncounterSetup:RefreshContent()
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:36:19:997 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:37:32:121 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    BattleSidePanel+c__Iterator510:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:Encounter_EncounterStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo)
    Encounter:set_EncounterState(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:37:32:122 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    NotificationPanelEncounterBase:RefreshContent()
    NotificationPanelEncounterEnded:RefreshContent()
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:Encounter_EncounterStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo)
    Encounter:set_EncounterState(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:37:39:900 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:37:39:900 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:38:09:175 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:38:09:175 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:38:14:690 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:14:690 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:15:254 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:15:255 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:15:255 STACK[Desync] 'PointOfInterest#291' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:16:222 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:16:223 STACKSeason change: new season 'Summer', the new season will end at turn 187 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:16:223 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:446 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:16:447 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:18:033 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00011837, Ticket: 0000709E

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:18:033 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 5490, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:18:055 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:146 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:146 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:147 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:183 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:225 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:225 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:225 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:20:642 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:20:995 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:21:192 STACKAI don't want to research technology TechnologyDefinitionArmorUncommonTier1 anymore. AI now wants technology TechnologyDefinitionDocks.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:21:212 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:21:441 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:21:461 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:21:725 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock4 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock5.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:22:010 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:22:010 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:38:22:612 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:22:707 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:22:707 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:22:785 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:22:785 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:22:948 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:23:367 STACKRegister new contract DiplomaticContract 5513 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:23:367 STACKContract 5513 pass from state Negotiation to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:25:287 STACKPreprocessor failed because the tile (20,94) is not stopable for army 4912.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:25:498 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:25:499 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:26:432 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:27:190 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:27:191 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:28:243 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:28:713 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:29:380 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:29:408 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:30:255 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:30:255 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:30:410 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:30:696 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=5235.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:30:721 STACKArmyGoToAndAttackInstruction: lock target 5235.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:31:483 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:38:31:729 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:31:729 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:31:729 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:31:729 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:31:729 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:31:802 STACKArmyGoToAndAttackInstruction: Unlock target 5235.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:32:767 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:32:768 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:32:768 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:33:180 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:33:842 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:33:842 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:34:049 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=5235.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:39:009 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:39:040 STACKArmyGoToAndAttackInstruction: lock target 4758.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:40:039 STACKArmyGoToAndAttackInstruction: Unlock target 4758.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:42:181 STACKGotoAndAttack Preprocessor. Attacker=4683, Defender=4758.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:48:260 STACKGotoAndAttack Preprocessor. Attacker=2764, Defender=5419.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:48:287 STACKArmyGoToAndAttackInstruction: lock target 5419.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:50:283 STACKArmyGoToAndAttackInstruction: Attack target: 5419

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:50:283 STACKArmyGoToAndAttackInstruction: Unlock target 5419.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:38:53:838 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:40:49:125 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:40:49:125 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:40:49:126 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:40:52:671 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:40:52:671 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:40:52:671 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:40:52:710 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:41:14:960 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:41:55:897 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:41:55:897 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:42:01:333 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:01:333 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:01:877 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:01:877 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:01:877 STACK[Desync] 'PointOfInterest#67' has been reattached to 'City#1945' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:02:275 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:269 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:269 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:269 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:307 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:350 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:350 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:350 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:05:761 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:42:06:184 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:42:06:387 STACKAI don't want to research technology TechnologyDefinitionDocks anymore. AI now wants technology TechnologyDefinitionArmorUncommonTier1.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:42:06:658 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:42:07:213 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:42:07:230 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:42:07:959 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:08:037 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:08:038 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:08:121 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:08:295 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:08:985 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:42:10:421 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:10:421 STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Pacification

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:10:860 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:10:860 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:12:583 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:12:690 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:42:12:864 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:42:14:036 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:14:036 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:15:405 STACKGotoAndAttack Preprocessor. Attacker=2764, Defender=2113.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:15:436 STACKArmyGoToAndAttackInstruction: lock target 2113.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:15:548 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:15:548 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:16:452 STACKArmyGoToAndAttackInstruction: Attack target: 2113

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:16:452 STACKArmyGoToAndAttackInstruction: Unlock target 2113.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:16:831 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:16:832 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:16:832 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:16:832 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:16:832 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:17:855 STACKOrder preprocessing failed because the constructible element ResourceExtractor_Strategic1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:18:330 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:42:18:928 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:20:217 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:42:51:899 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 0, guid: 0, level: 4.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo)
    Encounter:set_EncounterState(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6B8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:42:51:900 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00011CCB, empire: 0, guid: 5573, level: 4

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:01:088 STACKPreprocessor failed because the tile (59,24) is not stopable for army 2764.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:11:340 STACKPreprocessor failed because the tile (59,24) is not stopable for army 2764.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:29:482 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:44:29:482 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:44:35:021 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:021 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:611 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:611 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:611 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:611 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:611 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:611 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:611 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:612 STACK[Desync] 'PointOfInterest#283' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator1C7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:35:874 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:38:892 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:38:892 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:38:892 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:38:937 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:38:976 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:38:976 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:38:976 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:39:380 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:44:39:763 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:44:40:268 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:44:40:803 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:44:40:819 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:44:41:217 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:295 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:295 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:352 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:810 STACKRegister new contract DiplomaticContract 5598 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:840 STACKContract 5598 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:840 STACKDiplomatic relation between empire 3 and empire 5: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:840 STACKDiplomatic relation between empire 3 and empire 5: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:840 STACKDiplomatic relation between empire 5 and empire 3: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:840 STACKDiplomatic relation between empire 5 and empire 3: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:41:840 STACKContract 5598 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:43:850 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:43:850 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:43:850 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:43:850 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:43:850 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:45:618 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:47:084 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:47:084 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:47:084 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:47:084 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:47:084 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:48:428 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:48:428 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:49:656 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:49:656 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:51:813 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:51:813 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:51:813 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:51:813 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:44:51:813 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:45:31:727 STACKGoToAndExecutePreprocessor

    DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:45:33:762 STACKUnknown defender (type: 'KaijuGarrison', guid: 1768).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:45:33:901 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    BattleSidePanel+c__Iterator510:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:45:33:901 STACKEmpty texture path

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiGarrison:GetFactionIcon(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSidePanel:RefreshContent()
    NotificationPanelEncounterBase:RefreshContent()
    NotificationPanelEncounterSetup:RefreshContent()
    NotificationPanelEncounterBase+c__Iterator3FF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    GuiPanel:Show(System.Reflection.ParameterInfo)
    NotificationPanelBase:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager+c__Iterator5D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo)
    GuiNotificationEncounter:OnItemClick(System.Reflection.ParameterInfo)
    NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationListPanel:CheckAutoshow()
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:45:37:806 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:54:983 STACKLoading file 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 401.sav'

    LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:47:58:449 STACK[GameServer][Net] SteamGameServer 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()

03:47:58:449 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()

03:47:58:449 STACKUnloading game; destroying the world view technique...

    WorldView: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()

03:47:58:449 STACKReleasing the current world view technique...

    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:450 STACKInsideFramePostProcess.Unload

    InsideFramePostProcess:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

03:47:58:451 STACKUnloading game; destroying all world patches...

    WorldView: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()

03:47:58:451 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    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()

03:47:58:451 STACKGame has been released.

    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()

03:47:58:451 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()

03:47:58:451 STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

    Session:.ctor()
    System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

03:47:58:451 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()

03:47:58:451 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()

03:47:58:451 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148

    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()

03:47:58:451 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()

03:47:58:451 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

03:47:58:451 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

03:47:58:451 STACK[Lobby] SlotCount: total=0, occupied=0, free=0.

    RuntimeState_Lobby:UpdateSlotCount()
    RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

03:47:58:451 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

03:47:58:451 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

03:47:58:451 STACK[SessionState] SessionState_Opened.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:451 STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:452 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:452 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:452 STACKGameServerState_InitializeServer.

    GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:452 STACKGameServerState_LaunchGame.

    GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:452 STACKGameClientState_WaitingForServer

    GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:473 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:473 STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x01100001069a0c65', steamIDUser: '0x01100001069a0c65'.

    GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:473 STACK[Net] [GameClient] Got 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()

03:47:58:486 STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:497 STACKGameClientState_ConnectedToServer.

    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:497 STACKGameClientState_LaunchGame.

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:497 STACK[Dump] GameManager.DumpingMethod = Binary

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:47:58:497 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()

03:47:58:531 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:531 STACKLoading from archive 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 401.sav'...

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:531 STACKUsing path to archive: 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 401.sav'

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:531 STACKThe world has been initialized (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 1 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 2 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 3 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 4 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 5 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 6 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 7 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:787 STACKProcessing river 8 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 9 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 10 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 11 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 12 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 13 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 14 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 15 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 16 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 17 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 18 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 19 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 20 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:788 STACKProcessing river 21 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:789 STACKProcessing river 22 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:789 STACKProcessing river 23 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:789 STACKProcessing river 24 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:789 STACKProcessing river 25 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:789 STACKProcessing river 26 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:789 STACKProcessing river 27 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:789 STACKThe world has been loaded (in 0.2080119 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:795 STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:799 STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:812 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:835 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:846 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:868 STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:880 STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:897 STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:918 STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.

    PathfindingManager:InitializeRules()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:939 STACKThe pathfinding service is ready.

    PathfindingManager:OnPathfindingServiceReady()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:939 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0400023 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:942 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:959 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:976 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:58:994 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:010 STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:027 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:043 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:060 STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:077 STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:093 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:110 STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:127 STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:143 STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:160 STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:177 STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:193 STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:210 STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:227 STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:243 STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:260 STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:47:59:277 STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:440 STACKTrying to load an army without units. Army GUID: 2663

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    MajorEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKTrying to load an army without units. Army GUID: 1769

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACK[Kaiju] Kaiju Empire [Chaka] Relocation Formula Result: [15]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKTrying to load an army without units. Army GUID: 4164

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 898 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 3 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 3 Technology: TechnologyDefinitionFood0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 1594 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 3205 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 3898 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 3921 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 7 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 7 Technology: TechnologyDefinitionShip.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 4074 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 2.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 4847 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 5 Technology: TechnologyDefinitionSearchBonus.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 4864 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 4900 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 7 Provider: 7 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:441 STACKRegister new contract DiplomaticContract 4924 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 3 Provider: 3 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKRegister new contract DiplomaticContract 4940 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKRegister new contract DiplomaticContract 5513 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKLoad game with difficulty Easy and speed Normal.

    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKThe department of defense was asked to add an army (guid #2663) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKThe department of defense was asked to add an army (guid #1769) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKThe department of defense was asked to add an army (guid #4164) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKRegistering new data (name: NumberOfLandRegions, value: 47)

    VictoryManager+c__Iterator197:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:442 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury5.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury3.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury9.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:11:443 STACKGameServerState_GameLaunchedAndReady.

    GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:11:443 STACKGameClientState_GameLaunched.

    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:11:443 STACK[PlayerRepository] Player 'DarthK3v' has been registered (Human/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()

03:48:11:443 STACK[PlayerRepository] Player 'AI#1' has been registered (AI/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()

03:48:11:443 STACK[PlayerRepository] Player 'AI#2' has been registered (AI/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()

03:48:11:443 STACK[PlayerRepository] Player 'AI#3' has been registered (AI/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()

03:48:11:443 STACK[PlayerRepository] Player 'AI#4' has been registered (AI/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()

03:48:11:443 STACK[PlayerRepository] Player 'AI#5' has been registered (AI/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()

03:48:11:443 STACK[PlayerRepository] Player 'AI#6' has been registered (AI/Local) on Empire #6.

    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()

03:48:11:443 STACK[PlayerRepository] Player 'AI#7' has been registered (AI/Local) on Empire #7.

    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()

03:48:11:444 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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:444 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

03:48:11:467 STACKCamera controller set!

    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

03:48:11:467 STACKInitializing the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

03:48:11:467 STACKWaiting for the ignition of all world view technique ancillaries...

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

03:48:12:311 STACKAll world view technique ancillaries have been ignited.

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:12:312 STACKLoading the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:12:312 STACKHxTechniqueGraphicData.Load Begin

    HxTechniqueGraphicData+c__Iterator75C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:659 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:659 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:659 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:660 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:660 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:660 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:660 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:660 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:684 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:684 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:685 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:685 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:685 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:685 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:686 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:686 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:719 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:732 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:732 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:732 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:732 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:732 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:733 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:733 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:733 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:746 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:759 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:759 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:759 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:759 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:759 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:759 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:760 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:760 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:770 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:770 STACKUnable to find instancing policy for mesh [lava].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:770 STACKUnable to find instancing policy for mesh [rock_1].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:770 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:770 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:771 STACKUnable to find instancing policy for mesh [volcano].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:13:771 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:324 STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:324 STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:324 STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:324 STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 5.1602952 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:324 STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKUsing double buffering for LookupTexture update : False

    VisibilityRenderer+c__Iterator738:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0190011 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0020001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0010001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:325 STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKRoadRenderer.Load start

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKRoadRenderer.Load end

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKThe ancillary service 'RoadRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKInsideFramePostProcess.Load

    InsideFramePostProcess+c__Iterator300:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:326 STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0.001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:48:26:501 STACKGameClientState_GameLaunchedAndReady.

    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:26:501 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:26:501 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameClient_LaunchAndReady()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:27:069 STACK[Net][GameServer] GameInProgress

    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:27:069 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:27:069 STACKForcing the AI scheduler to load the game because we're about to save another one...

    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:742 STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:742 STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:742 STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:742 STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEC:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorED:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer: Lesser Empire 53 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEE:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0

    AIPlayer_LesserEmpire+c__Iterator4D:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 2847, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=2878 for GenericCommander Priority 0.1492616

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:ReadXml(System.Reflection.ParameterInfo)
    AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AICommander:ReadXml(System.Reflection.ParameterInfo)
    AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo)
    AICommander_Defense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIEntity:ReadXml(System.Reflection.ParameterInfo)
    AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIPlayer:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIScheduler:ReadXml(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorF0:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 2847, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=2878 for GenericCommander Priority 0.1492616

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:ReadXml(System.Reflection.ParameterInfo)
    AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AICommander:ReadXml(System.Reflection.ParameterInfo)
    AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo)
    AICommander_Defense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIEntity:ReadXml(System.Reflection.ParameterInfo)
    AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIPlayer:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIScheduler:ReadXml(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorF0:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:ReadXml(System.Reflection.ParameterInfo)
    AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo)
    AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AICommander:ReadXml(System.Reflection.ParameterInfo)
    AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo)
    AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIEntity:ReadXml(System.Reflection.ParameterInfo)
    AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIPlayer:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIScheduler:ReadXml(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorF0:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACK[AICommander_Quest] The army GUID is 0

    AICommander_Quest:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
    AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIEntity:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIPlayer:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    AIScheduler:ReadXml(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorF0:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKRun thread AIPlayer: Lesser Empire 53.

    AIPlayer+c__Iterator42:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKSeason change: new season 'Summer', the new season will end at turn 187 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:28:743 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:30:227 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:30:228 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

03:48:30:228 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

03:48:30:228 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

03:48:30:228 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

03:48:30:261 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:30:261 STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:30:261 STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:30:698 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:48:31:166 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:48:31:798 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:48:32:481 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:48:32:514 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:48:33:131 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:33:542 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:33:542 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:33:619 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:33:619 STACK[Quest] Applying quest world effect QuestWorldEffect#0009 for -1 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:33:817 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:34:091 STACKRegister new contract DiplomaticContract 5602 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:34:124 STACKContract 5602 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:34:124 STACKDiplomatic relation between empire 3 and empire 5: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:34:124 STACKDiplomatic relation between empire 3 and empire 5: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:34:124 STACKDiplomatic relation between empire 5 and empire 3: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:34:125 STACKDiplomatic relation between empire 5 and empire 3: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:34:125 STACKContract 5602 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:35:860 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:36:107 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:36:107 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:36:107 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:36:108 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:36:108 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:37:371 STACKGotoAndAttack Preprocessor. Attacker=4477, Defender=4696.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:37:372 STACKOrder preprocessing failed because the defender is moving. Attacker=4477, Defender=4696.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:37:663 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:38:013 STACKPreprocessor failed because the tile (73,18) is not passable for army 2119.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:38:013 STACKPreprocessor failed because the tile (73,18) is not stopable for army 2119.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:39:123 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:39:123 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:40:607 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:40:607 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:41:971 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:41:971 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:44:240 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:44:240 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:44:240 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:44:240 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:48:44:240 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:06:932 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:49:19:209 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:49:19:209 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:49:23:416 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:23:416 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:266 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:266 STACKSeason change: new season 'HeatWave', the new season will end at turn 193 (duration: 5 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:551 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:552 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:553 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:554 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:554 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:554 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:554 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:24:554 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:255 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:256 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:256 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:288 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:327 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:327 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:327 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:28:822 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:49:29:228 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:49:29:776 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:49:30:365 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:49:30:365 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:49:30:803 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:30:899 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:30:899 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:30:969 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:168 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:168 STACK[AI] Send feedback CommonFriendFeedbackPositive from empire 3 send to empire 0 at turn 187.

    CommunicationAIHelper:ThrowFeedback()
    CommunicationAIHelper:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:168 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000019C, empire: 11, guid: 5678, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:205 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:674 STACKRegister new contract DiplomaticContract 5683 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:674 STACKRegister new contract DiplomaticContract 5684 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:705 STACKContract 5683 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:749 STACKContract 5684 pass from state Negotiation to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:31:749 STACKContract 5683 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:33:407 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:33:631 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:33:631 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:33:631 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:33:631 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:33:631 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:33:768 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:35:611 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:35:611 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:35:611 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:35:611 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:35:653 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:139 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:139 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:139 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:139 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:178 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:178 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:178 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:178 STACKGotoAndAttack Preprocessor. Attacker=5543, Defender=4997.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:220 STACKArmyGoToAndAttackInstruction: lock target 4997.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:37:601 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:49:38:447 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:38:447 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:38:447 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:38:448 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:38:448 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:39:249 STACKArmyGoToAndAttackInstruction: Attack target: 4997

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:39:249 STACKArmyGoToAndAttackInstruction: Unlock target 4997.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:39:548 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:49:39:730 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:39:730 STACKDiplomatic relation between empire 1 and empire 5: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:39:730 STACKDiplomatic relation between empire 5 and empire 1: Remove ability Unknown

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:41:909 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:41:909 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:49:47:116 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:49:55:897 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

03:49:59:355 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:49:59:355 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:52:38:069 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:52:38:069 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:52:43:209 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:210 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:908 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:909 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:909 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:909 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:909 STACK[Desync] 'PointOfInterest#227' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:909 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:43:909 STACK[Desync] 'PointOfInterest#268' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:44:466 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:47:647 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:47:647 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:47:647 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:47:678 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:47:718 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:47:718 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:47:718 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:48:100 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:52:48:506 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:52:49:019 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:52:49:987 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock14 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock7.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:52:49:987 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:52:50:008 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:52:50:430 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:50:571 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:50:571 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:50:667 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:50:667 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:50:853 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:50:853 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:52:255 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:52:52:915 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:53:124 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:54:683 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:54:726 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:55:070 STACKUnknown defender (type: 'Kaiju', guid: 1767).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:55:714 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:55:901 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:56:022 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:56:117 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:56:311 STACKThe construction 5569 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:57:620 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:57:620 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:57:620 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:57:620 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:57:620 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:58:814 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:52:58:863 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:58:863 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:58:863 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:58:863 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:52:58:863 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:53:00:996 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:53:00:996 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:23:535 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:55:23:535 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:55:29:095 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:095 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,AICommanderMission_SiegeBreaker,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,AICommanderMission_RoamingDefault

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACK[Desync] 'PointOfInterest#412' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:639 STACK[Desync] 'PointOfInterest#273' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:29:947 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:003 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:003 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:004 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:047 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:092 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:093 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:093 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:33:499 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:55:33:908 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:55:34:532 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:55:35:133 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:55:35:133 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:55:35:944 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:36:154 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:36:155 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:36:227 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:36:397 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:36:397 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000715, empire: 31, guid: 5784, level: 2

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:36:429 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:38:499 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:38:891 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:38:891 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:38:891 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:38:891 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:38:891 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:39:097 STACKGotoAndAttack Preprocessor. Attacker=5083, Defender=5275.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:39:131 STACKArmyGoToAndAttackInstruction: lock target 5275.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:39:725 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:40:138 STACKArmyGoToAndAttackInstruction: Unlock target 5275.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:40:398 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:40:398 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:40:398 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:40:495 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:696 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:697 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:697 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:697 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:697 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:697 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:697 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:697 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:41:760 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:42:965 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:44:242 STACKMinor faction (name: 'Delvers') has been assimilated by empire 3.

    DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator25B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:45:272 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:45:272 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:46:338 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:46:339 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:46:339 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:46:339 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:46:339 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:55:49:952 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:56:05:761 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:56:05:761 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:56:11:396 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:11:396 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:024 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:025 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:026 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:026 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:026 STACK[Desync] 'PointOfInterest#401' has been reattached to 'City#5735' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:026 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:026 STACK[Desync] 'PointOfInterest#258' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:13:383 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:16:987 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:16:987 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:16:988 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:17:014 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:17:078 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:17:078 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:17:078 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:17:546 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:56:17:933 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:56:18:566 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:56:19:189 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:56:19:205 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:56:19:639 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:19:764 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:19:764 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:19:840 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:20:007 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:20:007 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:20:279 STACKRegister new contract DiplomaticContract 5823 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:20:280 STACKContract 5823 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:20:311 STACKContract 5823 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:22:122 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:22:537 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:22:537 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:24:028 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:24:028 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:24:028 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:000 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:000 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:000 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:298 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:298 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:515 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:515 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:515 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:25:553 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:26:577 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:26:577 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:27:853 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:27:853 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:27:853 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:27:853 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:28:900 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:29:942 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:29:942 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:30:521 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:30:521 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:30:521 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:33:475 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:33:475 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:33:475 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:56:33:475 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:24:747 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:57:24:747 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

03:57:26:836 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:837 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:838 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:838 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:838 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:838 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:838 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:26:838 STACK[Desync] 'PointOfInterest#430' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:27:203 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:30:850 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:30:850 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:30:850 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:30:893 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:30:950 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:30:950 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:30:950 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:31:375 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:57:31:791 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:57:32:407 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:57:33:030 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:57:33:051 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

03:57:33:464 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:33:567 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:33:567 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:33:667 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:33:817 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:33:817 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:33:817 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:35:775 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:57:35:909 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:36:344 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:36:344 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:36:548 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:36:548 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:36:548 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:37:955 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:37:955 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:37:956 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:37:956 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:196 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:196 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:196 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:196 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:196 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:197 STACK[Quest] Removing quest world effect: QuestWorldEffect#0009

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:197 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:311 STACK[Quest,Alert] [GlobalQuestCoop#0003] %GlobalQuestCoopContributionValidated

    QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:311 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:38:311 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:39:145 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:57:39:448 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:39:448 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:39:449 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:39:449 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:39:563 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:39:563 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:39:564 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:40:768 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:40:768 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:42:073 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:42:074 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:42:074 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:42:074 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:42:074 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:43:363 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:43:364 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:43:364 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:43:580 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

03:57:44:228 STACKGotoAndAttack Preprocessor. Attacker=5699, Defender=5678.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:44:263 STACKArmyGoToAndAttackInstruction: lock target 5678.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:44:666 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:44:666 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:44:666 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:44:666 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:44:666 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:46:264 STACKArmyGoToAndAttackInstruction: Unlock target 5678.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

03:57:48:713 STACKGotoAndAttack Preprocessor. Attacker=5699, Defender=5678.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:00:41:545 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:00:41:546 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:00:56:815 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:00:56:815 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:01:02:105 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:02:105 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:837 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:837 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:837 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:838 STACK[Desync] 'PointOfInterest#138' has been reattached to 'City#913' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:839 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:839 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:839 STACK[Desync] 'PointOfInterest#164' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:949 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:949 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:949 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:950 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:03:950 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:04:310 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:06:028 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000CC1, Ticket: 000005FF

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:06:028 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 5893, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:06:052 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:07:739 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:07:739 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:07:739 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:07:789 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:07:838 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:07:838 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:07:838 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:08:240 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:01:08:644 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:01:09:290 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:01:09:879 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:01:09:879 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:01:10:687 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:10:811 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:10:811 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:10:811 STACKEventVictoryConditionAlert: 'Quest', raising alert #0 for empire #7.

    EventVictoryConditionAlert:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    VictoryManager:IVictoryManagementService.CheckForAlerts(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:10:891 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:10:891 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:11:006 STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

    Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Get2DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Play2DEvent(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlaySound(System.Reflection.ParameterInfo)
    NotificationListPanel:ProcessAction(System.Reflection.ParameterInfo)
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:01:11:075 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:11:075 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:11:134 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:11:567 STACKRegister new contract DiplomaticContract 5915 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:11:667 STACKContract 5915 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:11:667 STACKContract 5915 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:167 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:596 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:596 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:596 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:596 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:596 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:644 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:644 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:644 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:693 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:693 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:13:693 STACKBooster BoosterLuxury11 does not have an activations counter property named 'BoosterLuxury11Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:14:658 STACKPreprocessor failed because the tile (43,50) is not stopable for army 5084.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:15:119 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:15:120 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:15:120 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:16:621 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:16:622 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:16:622 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:16:622 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:16:622 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:16:705 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=5678.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:16:705 STACKOrder preprocessing failed because the defender is a ship. Attacker=3139, Defender=5678.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:17:900 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:17:900 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:17:900 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:17:900 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:19:154 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:19:154 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:19:154 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=5030.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:20:212 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:21:300 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:21:300 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:22:344 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:22:344 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:22:344 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:23:113 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:23:114 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:01:23:114 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:02:27:921 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:02:27:922 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:02:28:202 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:02:28:203 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:02:36:298 STACKTeleporting to City#913

    ArmyAction_Teleport:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ArmyActionTeleportWorldCursor:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:04:34:016 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:04:34:016 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:04:40:903 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:40:903 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_SiegeBreaker,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACK[Desync] 'PointOfInterest#235' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:533 STACK[Desync] 'PointOfInterest#288' has been reattached to 'City#4950' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:589 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:847 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:41:847 STACKSeason change: new season 'Summer', the new season will end at turn 196 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:42:114 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:42:553 STACKAudio source can't play event because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FxManager:PlaySound(System.Reflection.ParameterInfo)
    FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo)
    Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MecanimEventEmitter:Update()

04:04:45:773 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:45:773 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:45:773 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:45:814 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:45:857 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:45:857 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:45:857 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:46:240 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:04:47:041 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:04:47:716 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:04:48:496 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:04:48:518 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:04:48:984 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:49:100 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:49:100 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:49:221 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:49:355 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:49:394 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:417 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:636 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:636 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:636 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:636 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:724 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:724 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:51:724 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:53:172 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:53:304 STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #1, context: 'City#5516'.

    DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator267:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:53:536 STACKGotoAndAttack Preprocessor. Attacker=2764, Defender=3291.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:53:577 STACKArmyGoToAndAttackInstruction: lock target 3291.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:54:491 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:54:912 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:04:55:820 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:55:820 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:55:820 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:55:820 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:56:855 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:56:855 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:56:855 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:56:855 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:57:948 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:57:948 STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:57:948 STACKSynchronous job SynchronousJob_AssignPopulation failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:04:58:985 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:00:562 STACKArmyGoToAndAttackInstruction: Attack target: 3291

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:00:562 STACKArmyGoToAndAttackInstruction: Unlock target 3291.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:01:120 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:01:120 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:01:120 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:01:120 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:01:120 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:DoExecute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:29:654 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:05:29:654 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:05:37:874 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:37:874 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACK[Desync] 'PointOfInterest#142' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:480 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:481 STACK[Desync] 'PointOfInterest#178' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:481 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:481 STACK[Desync] 'PointOfInterest#416' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:481 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:38:481 STACK[Desync] 'PointOfInterest#198' has been reattached to 'City#878' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:39:007 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:40:512 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00001129, Ticket: 00000875

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:40:512 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 5981, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:40:532 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:292 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:292 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:292 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:328 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:363 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:363 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:363 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:42:734 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:05:43:203 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:05:44:156 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:05:44:820 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:05:44:840 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:05:45:283 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:45:395 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:45:396 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:45:465 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:45:679 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:45:679 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:45:706 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:47:793 STACKPreprocessor failed because the tile (72,20) is not passable for army 2119.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:47:793 STACKPreprocessor failed because the tile (72,20) is not stopable for army 2119.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:47:825 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:48:027 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:48:028 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:49:389 STACKPreprocessor failed because the tile (41,5) is not stopable for army 4691.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:49:586 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:50:257 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:05:50:580 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:50:905 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:51:320 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:05:51:456 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:05:52:178 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:52:178 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:52:178 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:52:345 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:52:345 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:52:345 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:53:435 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:53:435 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:53:435 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:53:435 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:53:435 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:54:515 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:54:515 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:54:515 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:55:190 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:05:55:318 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:05:55:318 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:10:628 STACKGotoAndAttack Preprocessor. Attacker=2764, Defender=3291.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:10:660 STACKArmyGoToAndAttackInstruction: lock target 3291.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:11:141 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:16:651 STACKArmyGoToAndAttackInstruction: Attack target: 3291

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:16:651 STACKArmyGoToAndAttackInstruction: Unlock target 3291.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:53:260 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:53:260 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:06:53:260 STACKBooster BoosterLuxury11 does not have an activations counter property named 'BoosterLuxury11Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:07:27:113 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:08:00:527 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:08:00:527 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:08:06:189 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:189 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACK[Desync] 'PointOfInterest#165' has been reattached to 'City#4128' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACK[Desync] 'PointOfInterest#182' has been reattached to 'City#3909' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:768 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:769 STACK[Desync] 'PointOfInterest#214' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:06:835 STACK[Kaiju] Kaiju Empire [Chaka] Relocation Formula Result: [15]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    GameClient+c__Iterator6D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:07:243 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:10:573 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:10:573 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:10:573 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:10:612 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:10:651 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:10:651 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:10:651 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:11:020 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:08:11:425 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:08:11:728 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:08:12:040 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:08:13:119 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:08:13:119 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:08:13:560 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:13:688 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:13:688 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:13:803 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:13:939 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:13:939 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:13:940 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:14:207 STACKRegister new contract DiplomaticContract 6059 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:14:207 STACKContract 6059 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:14:238 STACKContract 6059 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:14:895 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:08:16:050 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:16:500 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:16:500 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:16:501 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:16:501 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:16:501 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:17:939 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:17:939 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=4736.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:19:410 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:19:410 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:19:410 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:19:410 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:20:682 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:20:683 STACKThe construction 6062 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:401 STACKGotoAndAttack Preprocessor. Attacker=2764, Defender=3291.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:436 STACKArmyGoToAndAttackInstruction: lock target 3291.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:543 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:543 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:543 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:543 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:941 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:941 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:941 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:941 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:21:941 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:24:092 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:24:092 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:24:424 STACKArmyGoToAndAttackInstruction: Attack target: 3291

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:24:424 STACKArmyGoToAndAttackInstruction: Unlock target 3291.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:08:25:638 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:08:29:304 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:09:07:844 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:09:07:844 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:11:39:411 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:26:461 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:16:26:462 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:16:31:785 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:31:786 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeDocks' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeOrbUnlock6' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeOrbUnlock7' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeOrbUnlock8' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeOrbUnlock9' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeOrbUnlock18' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeAltarOfAuriga' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeWonder1' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeWonder2' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeWonder3' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeWonder4' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:369 STACKProperty 'NetFreeWonder5' does not exist in the simulation object 'Unit#5574'.

    DepartmentOfTheTreasury+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:495 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:32:495 STACK[Desync] 'PointOfInterest#449' has been reattached to 'City#5735' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:33:043 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:33:043 STACKSeason change: new season 'Winter', the new season will end at turn 209 (duration: 12 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:33:043 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:36:722 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:36:723 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:36:723 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:36:764 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:36:817 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:36:818 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:36:818 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:37:219 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:37:651 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:37:971 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock2 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:38:031 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:38:031 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:38:031 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:38:031 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander:CreateMission()
    AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:38:344 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:38:369 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:39:099 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock5 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock4.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:39:498 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:39:516 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:16:39:946 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:40:056 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:40:056 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:40:143 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:40:143 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:40:299 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:40:882 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:16:42:108 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:16:42:320 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:16:42:617 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:42:869 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:42:869 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:42:870 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:42:870 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:42:870 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:44:326 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:44:822 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:16:45:602 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:46:673 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:46:673 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:47:739 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:47:739 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:47:739 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:47:739 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:49:652 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:49:652 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:49:652 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:49:652 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:16:49:652 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:19:47:062 STACKThe construction 6125 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:20:40:801 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:20:40:802 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:20:45:136 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:20:45:136 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:20:49:761 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:20:49:761 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:20:50:692 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:20:50:692 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:20:51:503 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:20:51:503 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:20:52:070 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:20:52:070 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:20:54:142 STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

    DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FidsPatchRenderer+c__Iterator74B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:21:02:143 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:02:143 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:04:090 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:04:090 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:04:991 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:04:991 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:05:645 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:05:645 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:06:298 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:06:298 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:07:012 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:07:012 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:07:503 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:07:503 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:08:625 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:08:625 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:13:086 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:13:086 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:14:217 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:14:217 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:15:056 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:15:056 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:15:891 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:15:891 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:16:501 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    CityQueuePanel:ConstructionQueue_CollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:OnCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ConstructionQueue:Enqueue(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:16:501 STACKObject does not have the same size as other children of table object <1VirtualArea>

    AgeTransform:VerifyChildren()
    AgeTransform:ArrangeChildren()
    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)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:LateUpdate()

04:21:44:187 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:21:44:187 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:21:47:100 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:47:101 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:47:101 STACK[Desync] 'PointOfInterest#200' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:47:740 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:51:720 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:51:721 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:51:721 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:51:761 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:51:816 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:51:816 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:51:816 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:52:185 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:21:52:598 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:21:53:260 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:21:53:976 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:21:53:976 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:21:54:385 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:54:474 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:54:474 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:54:541 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:54:720 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:55:256 STACKRegister new contract DiplomaticContract 6185 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:55:284 STACKContract 6185 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:55:285 STACKContract 6185 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:55:339 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:21:57:061 STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_FrontierHarass

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:57:062 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:57:514 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:57:514 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:57:514 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:57:514 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:57:514 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:58:992 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:58:992 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:58:992 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:21:58:992 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:00:299 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:00:299 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:00:299 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:00:336 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:00:336 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:00:336 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:519 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:519 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:557 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:557 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:557 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:557 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:557 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:01:557 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:02:557 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:02:558 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:03:581 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:22:03:581 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:33:509 STACKTeleporting to City#1945

    ArmyAction_Teleport:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ArmyActionTeleportWorldCursor:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:23:38:464 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:23:38:464 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:23:45:564 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:45:564 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:190 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACK[Desync] 'PointOfInterest#83' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACK[Desync] 'PointOfInterest#75' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACK[Desync] 'PointOfInterest#17' has been reattached to 'City#856' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACK[Desync] 'PointOfInterest#69' has been reattached to 'City#1613' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:191 STACK[Desync] 'PointOfInterest#206' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:47:876 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:51:679 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:51:679 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:51:679 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:51:746 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:51:800 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:51:801 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:51:801 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:52:259 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:23:52:679 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:23:52:996 STACKAI don't want to research technology TechnologyDefinitionStrategicExtractionRare anymore. AI now wants technology TechnologyDefinitionFood4.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:23:53:368 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:23:54:090 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:23:54:110 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:23:54:517 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:54:621 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:54:621 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:54:693 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:54:932 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:54:932 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:56:982 STACKPreprocessor failed because the tile (69,76) is not passable for army 1351.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:56:982 STACKPreprocessor failed because the tile (69,76) is not stopable for army 1351.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:57:195 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:57:477 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:57:477 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:57:700 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:23:58:953 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:23:58:953 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:01:552 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:01:552 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:01:552 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:01:552 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:01:552 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:02:574 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:02:574 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:02:574 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:02:574 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:02:574 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:03:919 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:03:920 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:03:920 STACKQuest reward has no droppables.

    QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:22:170 STACKPreprocessor failed because the tile (41,20) is not passable for army 2764.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:22:170 STACKPreprocessor failed because the tile (41,20) is not stopable for army 2764.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:31:590 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:24:31:590 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:24:40:425 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:40:425 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:084 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:084 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:084 STACK[Desync] 'PointOfInterest#117' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:084 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:084 STACK[Desync] 'PointOfInterest#443' has been reattached to 'City#2436' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:084 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:084 STACK[Desync] 'PointOfInterest#229' has been reattached to 'City#1781' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:42:685 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:518 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:518 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:518 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:551 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:597 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:598 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:598 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:46:975 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:24:47:351 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:24:48:037 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:24:48:752 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:24:48:771 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:24:49:216 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:337 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:337 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:422 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:592 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:592 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:592 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:615 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F71, Ticket: 0000111C, Class: EmpirePlanKnowledge Level: 4.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:615 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F72, Ticket: 0000111D, Class: EmpirePlanForeignAffairs Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:615 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F73, Ticket: 0000111E, Class: EmpirePlanEconomy Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:49:615 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F74, Ticket: 0000111F, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:50:906 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:24:51:946 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:215 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:24:52:215 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:216 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:216 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:216 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:216 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:216 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FC6, Ticket: 00001142, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:216 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FC7, Ticket: 00001143, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:263 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FC8, Ticket: 00001144, Class: EmpirePlanForeignAffairs Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:52:263 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FC9, Ticket: 00001145, Class: EmpirePlanMilitary Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:673 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:673 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:673 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:673 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:776 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FE2, Ticket: 00001154, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:776 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FE3, Ticket: 00001155, Class: EmpirePlanEconomy Level: 1.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:776 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FE4, Ticket: 00001156, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:53:776 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FE5, Ticket: 00001157, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:54:256 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:24:55:002 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:002 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:002 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:002 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:002 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:002 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:002 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:046 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:046 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:55:046 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:56:240 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:56:240 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:56:266 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000202D, Ticket: 0000117D, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:56:266 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000202E, Ticket: 0000117E, Class: EmpirePlanEconomy Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:56:267 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000202F, Ticket: 0000117F, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:56:267 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002030, Ticket: 00001180, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:57:468 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:57:469 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:57:469 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002046, Ticket: 0000118C, Class: EmpirePlanForeignAffairs Level: 4.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:57:469 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002047, Ticket: 0000118D, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:57:469 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002048, Ticket: 0000118E, Class: EmpirePlanKnowledge Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:58:527 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:58:527 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:58:527 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:58:527 STACKThe construction 6236 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:59:382 STACKForce level 2 on plan EmpirePlanEconomy

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

04:24:59:593 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:59:593 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002068, Ticket: 000011A1, Class: EmpirePlanKnowledge Level: 3.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:59:593 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002069, Ticket: 000011A2, Class: EmpirePlanMilitary Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:24:59:593 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000206A, Ticket: 000011A3, Class: EmpirePlanForeignAffairs Level: 0.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:25:00:689 STACKForce level 2 on plan EmpirePlanMilitary

    PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
    PlanAreaPanel:OnClickBreakdownLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanEffectBreakdownMapper:OnClickLine(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

04:25:03:455 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002079, Class: EmpirePlanMilitary Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:25:03:455 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000207A, Class: EmpirePlanKnowledge Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:25:03:455 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000207B, Class: EmpirePlanForeignAffairs Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:25:03:455 STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000207C, Class: EmpirePlanEconomy Level: 2.

    DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:16:874 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:26:16:874 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:26:22:294 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:22:295 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:23:019 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:23:862 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:281 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:281 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:281 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:313 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:370 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:370 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:370 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:28:791 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:26:29:173 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:26:29:881 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:26:30:618 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:26:30:618 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:26:31:063 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:31:156 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:31:156 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:31:226 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:31:227 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:31:405 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:298 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:26:33:354 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:355 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:355 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:515 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:884 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:884 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:884 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:978 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:978 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:978 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury13').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:978 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury13').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:33:978 STACKBooster BoosterLuxury13 does not have an activations counter property named 'BoosterLuxury13Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:34:393 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:34:393 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:34:393 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:35:225 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:35:225 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:36:057 STACKUnknown defender (type: 'Kaiju', guid: 4162).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:37:399 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission_RoamingDefault:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:38:056 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:38:056 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:38:056 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:38:056 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:38:056 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:39:090 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:39:090 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:40:179 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:40:179 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:26:43:309 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:27:10:433 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:27:30:338 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:27:30:338 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:45:319 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:28:45:320 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:28:51:372 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:51:372 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:52:985 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:52:985 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:52:985 STACK[Desync] 'PointOfInterest#419' has been reattached to 'City#5735' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:53:065 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:53:065 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:53:065 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:53:065 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:53:065 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:53:560 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:012 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:012 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:012 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:037 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:078 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:078 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:078 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:57:497 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:28:57:890 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:28:58:252 STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345

    EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AICommander_KaijuAdquisition:SendAttackKaijuAction()
    AICommander_KaijuAdquisition:PopulateMission()
    AICommander_KaijuAdquisition:RefreshMission()
    AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:28:58:583 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:28:59:266 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:28:59:266 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:28:59:726 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:59:844 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:59:844 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:59:844 STACKEventVictoryConditionAlert: 'Quest', raising alert #0 for empire #1.

    EventVictoryConditionAlert:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    VictoryManager:IVictoryManagementService.CheckForAlerts(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:59:914 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:28:59:994 STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

    Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Get2DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:Play2DEvent(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlaySound(System.Reflection.ParameterInfo)
    NotificationListPanel:ProcessAction(System.Reflection.ParameterInfo)
    NotificationListPanel+c__Iterator3C8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:29:00:078 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:00:422 STACKRegister new contract DiplomaticContract 6374 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:00:443 STACKContract 6374 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:763 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:02:991 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:04:290 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:04:290 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:05:605 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:05:606 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:05:606 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:05:689 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:05:689 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:05:689 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:092 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:092 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:092 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:962 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:962 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:995 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:995 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:06:995 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:08:014 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:08:014 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:08:014 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:08:014 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:08:014 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:09:090 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:09:091 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:10:143 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:10:143 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:10:143 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:10:143 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:10:143 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:10:143 STACKBooster BoosterLuxury14 does not have an activations counter property named 'BoosterLuxury14Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:28:624 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction:OnAcceptCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

04:29:28:678 STACKDiplomatic relation between empire 3 and empire 0: Remove ability Peace

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:28:678 STACKDiplomatic relation between empire 0 and empire 3: Remove ability Peace

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:28:678 STACKContract 6374 pass from state Proposed to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:29:28:678 STACKDiplomaticContract.State = Signed

    NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6EC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:43:367 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:30:43:367 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:30:49:042 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:49:042 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:49:662 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:49:662 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:49:663 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:49:663 STACK[Desync] 'PointOfInterest#410' has been reattached to 'City#5735' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:49:900 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:49:900 STACK[Desync] 'PointOfInterest#46' has been reattached to 'City#856' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator265:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:50:420 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:52:050 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00002454, Ticket: 0000136B

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:52:050 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 6403, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:52:072 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:53:863 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:53:863 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:53:863 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:53:901 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:53:955 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:53:955 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:53:955 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:54:780 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:30:55:137 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:30:55:863 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:30:56:559 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:30:56:577 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:30:57:022 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:57:144 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:57:144 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:57:215 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:57:409 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:57:409 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:57:953 STACKRegister new contract DiplomaticContract 6422 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:58:008 STACKContract 6422 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:58:008 STACKContract 6422 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:59:730 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:59:984 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:59:984 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:59:984 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:30:59:985 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:00:116 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:00:116 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:00:116 STACKBooster BoosterLuxury11 does not have an activations counter property named 'BoosterLuxury11Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:01:288 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:01:288 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:01:288 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:01:288 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:02:164 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:31:02:429 STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:02:429 STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:02:429 STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:02:637 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:03:870 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:03:870 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:04:903 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:04:903 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:05:973 STACKThe construction 6432 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:07:016 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:07:016 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:07:016 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:07:016 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:07:016 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:37:274 STACKDiplomatic relation between empire 0 and empire 1: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:37:274 STACKDiplomatic relation between empire 0 and empire 1: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:37:274 STACKDiplomatic relation between empire 1 and empire 0: Remove ability ColdWarAttackArmies

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:37:274 STACKDiplomatic relation between empire 1 and empire 0: Remove ability ColdWar

    DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
    DiplomaticContract:ApplyTerms()
    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:37:274 STACKContract 1594 pass from state Negotiation to state Signed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:31:49:992 STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

    Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
    NotificationPanelDiplomaticInteraction+c__Iterator3F5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Hide(System.Reflection.ParameterInfo)
    NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
    Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
    Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
    NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

04:32:00:621 STACKRegister new contract DiplomaticContract 6434 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:11:957 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:32:11:957 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:32:24:649 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:24:649 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:25:261 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:25:261 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:25:261 STACK[Desync] 'PointOfInterest#420' has been reattached to 'City#5735' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:25:695 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:521 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:521 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:521 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:559 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:600 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:600 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:600 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:29:993 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:32:30:365 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:32:31:029 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:32:31:742 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:32:31:761 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:32:32:188 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:32:290 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:32:290 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:32:355 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:32:528 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:32:528 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:34:843 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:065 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:065 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:065 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:065 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:065 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:175 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:175 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:35:175 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:36:363 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:36:363 STACKPreprocessor failed because the transfer of resources is not possible (resource name: 'Strategic1', amount: -5).

    DepartmentOfPlanificationAndDevelopment:SelloutTradableResourcePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:36:363 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:36:363 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:36:364 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:36:524 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:36:930 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:32:37:690 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:37:740 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:37:740 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:37:740 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:39:076 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:39:076 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:39:076 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:40:157 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:40:157 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:40:158 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:40:158 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:41:288 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:42:118 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:42:118 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:42:118 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:42:118 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:32:42:119 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:14:452 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:33:14:452 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:33:18:237 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:33:18:237 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:33:23:877 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:23:877 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:535 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:535 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:535 STACK[Desync] 'PointOfInterest#80' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:535 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:535 STACK[Desync] 'PointOfInterest#90' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:535 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:535 STACK[Desync] 'PointOfInterest#43' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:536 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:536 STACK[Desync] 'PointOfInterest#68' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:536 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:536 STACK[Desync] 'PointOfInterest#357' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:536 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:536 STACK[Desync] 'PointOfInterest#344' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:24:714 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:33:25:270 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:26:945 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00002763, Ticket: 00001505

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:26:946 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 6490, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:26:969 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:28:680 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:28:680 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:28:680 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:28:719 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:28:778 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:28:778 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:28:778 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:29:585 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:33:29:957 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:33:30:685 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:33:31:360 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:33:31:360 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:33:31:810 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:31:915 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:31:915 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:004 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:004 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:180 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:180 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:203 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:507 STACKRegister new contract DiplomaticContract 6515 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:548 STACKContract 6515 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:32:548 STACKContract 6515 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:34:545 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:34:961 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:34:961 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:36:037 STACKPreprocessor failed because the tile (64,79) is not stopable for army 5367.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:36:439 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:36:439 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:36:679 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:36:679 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:36:679 STACKBooster BoosterLuxury11 does not have an activations counter property named 'BoosterLuxury11Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:199 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:199 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:199 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:415 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:33:37:439 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:33:37:763 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:763 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:763 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:763 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:37:806 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:38:989 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:38:989 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:39:867 STACKDisableMapBoostEffects: MapBoostFx is null

    WorldArmy:DisableMapBoostEffects()
    WorldArmy:Army_HeroChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Garrison:OnHeroChange(System.Reflection.ParameterInfo)
    Garrison:SetHero(System.Reflection.ParameterInfo)
    Army:SetHero(System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:39:867 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo)
    DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
    DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:40:330 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:40:330 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:41:370 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:41:370 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:41:370 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:42:430 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:42:430 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:44:304 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:44:305 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:33:44:305 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:21:152 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:34:21:152 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:34:45:232 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:34:45:232 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:34:46:217 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:46:720 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:469 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:469 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:469 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:505 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:547 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:548 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:548 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:50:930 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:34:51:272 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:34:51:997 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:34:52:699 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:34:52:719 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:34:53:134 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:53:257 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:53:257 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:53:342 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:53:509 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:53:509 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:55:821 STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=3205 for GenericCommander Priority 0.1173283

    AICommanderMission_RegroupArmyAt:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:56:048 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:56:269 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:56:269 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:56:270 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:56:270 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:56:270 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:57:738 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:57:739 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:57:739 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:34:58:242 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:34:59:044 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:00:375 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:00:375 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:01:598 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:01:598 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:01:598 STACKThe construction 6336 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:02:670 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:02:670 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:05:092 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:35:48:974 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:35:48:974 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:39:13:081 STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #1, context: 'City#4128'.

    DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator26F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:19:633 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:41:19:633 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:41:28:509 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:28:510 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:29:198 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:29:198 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:29:198 STACK[Desync] 'PointOfInterest#100' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:29:647 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:125 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:126 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:126 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:165 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:208 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:208 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:208 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:33:596 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:41:33:930 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:41:34:216 STACKAI don't want to research technology TechnologyDefinitionFood4 anymore. AI now wants technology TechnologyDefinitionLuxuryExtractionRare.

    AILayer_Research:GenerateResearchBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:41:34:688 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:41:35:348 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:41:35:370 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:41:35:826 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:35:952 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:35:952 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:36:049 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:38:489 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:38:709 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:38:709 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:38:709 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:38:710 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:38:710 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:40:419 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:40:419 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:42:662 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:42:663 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:42:663 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:42:663 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:42:663 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:42:746 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:43:744 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:44:630 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:620 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:620 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:620 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:621 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:621 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:621 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:621 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:698 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:699 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:41:45:699 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:47:156 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:42:47:156 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:42:48:771 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:48:771 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:48:771 STACK[Desync] 'PointOfInterest#57' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:49:293 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:52:690 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:52:691 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:52:691 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:52:720 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:52:756 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:52:756 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:52:756 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:53:144 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:42:53:445 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:42:54:214 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:42:54:954 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:42:54:954 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:42:55:402 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:603 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:603 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:650 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:856 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:856 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:856 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:856 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:55:856 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:56:649 STACKRegister new contract DiplomaticContract 6644 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:56:649 STACKContract 6644 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:56:677 STACKContract 6644 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:57:660 STACKPreprocessor failed because the tile (42,6) is not stopable for army 4691.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:58:472 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:58:694 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:58:694 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:58:694 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:58:694 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:58:695 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:59:942 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:59:942 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:59:942 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:42:59:942 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:209 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:209 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:209 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:209 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:251 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:251 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:251 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:251 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:307 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:307 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:307 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:352 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:353 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:01:353 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:02:306 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:02:350 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

04:43:02:350 STACKAmplitude.Diagnostics+LogMessage

    AgeMesh:EndBuilding()
    AgeMeshBuilder:EndMesh()
    AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeRenderer:OnPostRender()

04:43:03:380 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:380 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:380 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:380 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:380 STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:432 STACKEventBoosterActivated! (booster definition name: 'BoosterDecreaseCityProduction4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:432 STACKBooster BoosterDecreaseCityProduction4 does not have an activations counter property named 'BoosterDecreaseCityProduction4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:432 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:432 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:03:432 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:04:240 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:43:05:068 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:53:908 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:46:53:909 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:46:54:887 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:54:888 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:54:888 STACK[Desync] 'PointOfInterest#398' has been reattached to 'City#899' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:55:510 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:58:798 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:58:798 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:58:799 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:58:829 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:58:889 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:58:889 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:58:889 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:46:59:279 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:46:59:576 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:47:00:380 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:47:01:069 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:47:01:089 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:47:01:573 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:01:681 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:01:681 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:01:736 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:01:736 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo)
    QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6E8:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:01:943 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:01:943 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:01:943 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:03:331 STACKPreprocessor failed because the tile (74,19) is not passable for army 5273.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:03:331 STACKPreprocessor failed because the tile (74,19) is not stopable for army 5273.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:03:891 STACKPreprocessor failed because the tile (42,1) is not stopable for army 5490.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:04:622 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:04:845 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:04:845 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:06:120 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:06:120 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:07:558 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:07:558 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:355 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:355 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:355 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 6697, level: 5.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:356 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:356 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:356 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 6698, level: 5.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:356 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:356 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:356 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000302A, empire: 53, guid: 6697, level: 5

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:410 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000302C, empire: 53, guid: 6698, level: 5

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:821 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:821 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:876 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:876 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:08:876 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:09:888 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:09:888 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:09:888 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:09:889 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:09:889 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:10:996 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:10:996 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:10:996 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:10:996 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:11:056 STACKThe construction 6552 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:11:583 STACKPreprocessor failed because the tile (70,48) is not stopable for army 5784.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:11:644 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:11:644 STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 53, guid: 6710, level: 5.

    QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:11:644 STACKUpdateArmyObjective.Execute

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:11:644 STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 2, Siege Turns Number 4

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteQuest(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)
    GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:11:645 STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00003080, empire: 53, guid: 6710, level: 5

    DepartmentOfDefense+c__Iterator1F0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:47:12:046 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:35:603 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:48:35:604 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:48:40:835 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:40:835 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:42:706 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:43:728 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:43:728 STACKSeason change: new season 'Summer', the new season will end at turn 212 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:43:729 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:43:964 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:43:964 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:43:964 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:43:964 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:43:964 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:43:965 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:43:965 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:43:965 STACK[Quest] Applying quest world effect QuestWorldEffect#0006 for 10 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:47:813 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:47:813 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:47:813 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:47:849 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:47:888 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:47:888 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:47:888 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:48:295 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:48:48:640 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:48:48:921 STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock9 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock2.

    AILayer_Research:GenerateOrbUnlockBuyoutMessage()
    AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:48:49:391 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:48:50:057 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:48:50:078 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:48:50:523 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:50:638 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:50:638 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:50:742 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:50:916 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:51:315 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=5884.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:51:344 STACKArmyGoToAndAttackInstruction: lock target 5884.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:52:372 STACKArmyGoToAndAttackInstruction: Unlock target 5884.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:53:025 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:53:432 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:53:711 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:53:711 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:53:711 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:53:711 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:53:711 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:217 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:217 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:217 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:217 STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:294 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:294 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:294 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:335 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:335 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=5884.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:55:336 STACKOrder preprocessing failed because the defender is moving. Attacker=3139, Defender=5884.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:255 STACKGotoAndAttack Preprocessor. Attacker=6551, Defender=6490.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:293 STACKArmyGoToAndAttackInstruction: lock target 6490.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:478 STACKUnknown defender (type: 'KaijuGarrison', guid: 4163).

    DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator1D6:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:726 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:726 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:726 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:726 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:792 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:793 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:56:793 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:361 STACKArmyGoToAndAttackInstruction: Attack target: 6490

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:361 STACKArmyGoToAndAttackInstruction: Unlock target 6490.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:945 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:945 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_CanDefeatTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:945 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:945 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:945 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:57:945 STACK$Army locked or in encounter

    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:DoExecute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator_GetNextRoamingPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
    AIArmyMission:Tick()
    AICommanderMission:Running()
    AICommanderMissionWithRequestArmy:Running()
    AICommanderMission_DefenseRoaming:Running()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:135 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:136 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:233 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:233 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:278 STACKGotoAndAttack Preprocessor. Attacker=3139, Defender=4669.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:358 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:359 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:555 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:58:555 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:48:59:173 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:48:59:490 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:00:647 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:00:647 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:00:647 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:00:647 STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:01:170 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:49:01:729 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:01:729 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:26:774 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:49:26:774 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:49:32:135 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:32:135 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:33:856 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:34:419 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:37:768 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:37:768 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:37:768 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:37:800 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:37:838 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:37:838 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:37:838 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:38:214 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:49:38:540 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:49:39:245 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:49:40:308 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:49:40:308 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:49:40:745 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:40:848 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:40:848 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:40:914 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:41:132 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:41:132 STACKThe construction 6754 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:43:243 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:49:43:400 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:43:615 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:43:615 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:45:107 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:45:107 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:45:107 STACKThe construction 5472 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1AF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:110 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:49:46:279 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:279 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:279 STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:639 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:639 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:639 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:639 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:772 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:772 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:46:772 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:47:325 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:47:325 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:47:325 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:48:092 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:48:092 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:48:092 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:49:439 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:49:439 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:49:439 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:49:439 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:49:527 STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:49:527 STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:49:527 STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:50:530 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:51:561 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:49:51:562 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:05:128 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:52:05:128 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:52:11:146 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:11:146 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,AICommanderMission_QuestRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:11:830 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:12:117 STACKAudio emitter received a null or empty event name.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter:PlayAutomaticEvents(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter+c__Iterator1D:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:52:12:935 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:381 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:381 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:381 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:406 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:449 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:449 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:450 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:16:824 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:52:17:493 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:52:18:368 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:52:19:085 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:52:19:107 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:52:19:527 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:19:642 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:19:642 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:19:734 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:20:222 STACKRegister new contract DiplomaticContract 6869 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:20:222 STACKContract 6869 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:20:250 STACKContract 6869 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:223 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:660 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:660 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:660 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:660 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:660 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:710 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:710 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:22:710 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:24:251 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:24:296 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=4691.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:24:790 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:52:25:087 STACKPreprocessor failed because the tile (39,8) is not stopable for army 5893.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:25:745 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:25:745 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:25:745 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:25:786 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:25:823 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:25:823 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:25:823 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:26:907 STACKGotoAndAttack Preprocessor. Attacker=6768, Defender=3233.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:27:099 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:27:099 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:27:258 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:27:258 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:27:258 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:27:948 STACKPreprocessor failed because the tile (22,37) is not stopable for army 6842.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:28:424 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:28:424 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:29:364 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

04:52:29:483 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:29:483 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:29:483 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:29:483 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:29:483 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:30:503 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:30:503 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:30:503 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:30:945 STACKGotoAndAttack Preprocessor. Attacker=5835, Defender=5884.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:52:46:206 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:53:21:185 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:53:21:185 STACKworldPosition (-1,-1)

    WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
    BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
    BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
    BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
    BattleSimulation:SpawnReinforcements()
    BattleSimulation:InitRound()
    BattleSimulation:DoTargetingPhase()
    BattleController+c__Iterator2CB:MoveNext()
    Amplitude.Coroutine:Run()
    BattleController:Update()
    BattleEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:57:03:097 STACKAmplitude.Diagnostics+LogMessage

    DepartmentOfTheInterior:UnbindMinorEmpireToCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator26F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:57:05:309 STACKAn exception was raised: System.NullReferenceException: Object reference not set to an instance of an object at PanelFeatureResume_CityBooster+c__Iterator4CD.MoveNext () [0x00000] in :0 at Amplitude.Coroutine.Run () [0x00000] in :0 at Amplitude.Coroutine+c__IteratorA2.MoveNext () [0x00000] in :0

    Amplitude.Unity.Gui.GuiPanel:ExceptionHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:57:09:491 STACKAn exception was raised: System.NullReferenceException: Object reference not set to an instance of an object at PanelFeatureResume_CityBooster+c__Iterator4CD.MoveNext () [0x00000] in :0 at Amplitude.Coroutine.Run () [0x00000] in :0 at Amplitude.Coroutine+c__IteratorA2.MoveNext () [0x00000] in :0

    Amplitude.Unity.Gui.GuiPanel:ExceptionHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:57:13:238 STACKAmplitude.Diagnostics+LogMessage

    DistrictWorldCursorTarget:ValidateSelection()
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:466 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:466 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:466 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:466 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:467 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:467 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:467 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:467 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:15:676 STACKAmplitude.Diagnostics+LogMessage

    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:16:899 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:17:279 STACKAmplitude.Diagnostics+LogMessage

    DistrictWorldCursorTarget:ValidateSelection()
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:18:168 STACKAmplitude.Diagnostics+LogMessage

    DistrictWorldCursorTarget:ValidateSelection()
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:254 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:254 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:255 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:255 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:255 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:255 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:255 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:255 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:19:437 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:288 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:461 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:462 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:462 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:462 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:462 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:462 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:462 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:20:462 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:28:594 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:28:594 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:28:595 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:28:595 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:28:657 STACKAudio emitter received a null or empty event name.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter:PlayAutomaticEvents(System.Reflection.ParameterInfo)
    WorldVisibilityConstrainedAudioEmitter:OnEnable()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    WorldPatch:Cull(System.Reflection.ParameterInfo)
    WorldRenderer:Draw(System.Reflection.ParameterInfo)
    WorldRenderer:LateUpdate()

04:57:30:610 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:30:610 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:30:610 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:30:610 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:132 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:506 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:506 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:506 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:506 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:506 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:506 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:48:758 STACKAmplitude.Diagnostics+LogMessage

    CityLabel:set_City(System.Reflection.ParameterInfo)
    CityLabel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshWorldEntityBinding(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshLayerLabel()
    LabelLayerPanel`1[T]:WorldEntityCullingService_WorldEntityCullingUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultWorldEntityCulling:LateUpdate()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:844 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:845 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:845 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:50:845 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:55:414 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:915 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:915 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:915 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:915 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:915 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:915 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:915 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:916 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:916 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:916 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:57:59:916 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:58:00:780 STACKAmplitude.Diagnostics+LogMessage

    DistrictWorldCursorTarget:ValidateSelection()
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:58:01:493 STACKAmplitude.Diagnostics+LogMessage

    DistrictWorldCursorTarget:ValidateSelection()
    Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:58:02:511 STACKAmplitude.Diagnostics+LogMessage

    CityLabel:set_City(System.Reflection.ParameterInfo)
    CityLabel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshWorldEntityBinding(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshLayerLabel()
    LabelLayerPanel`1[T]:WorldEntityCullingService_WorldEntityCullingUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultWorldEntityCulling:LateUpdate()

04:58:05:367 STACKAmplitude.Diagnostics+LogMessage

    CityLabel:set_City(System.Reflection.ParameterInfo)
    CityLabel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshWorldEntityBinding(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshLayerLabel()
    LabelLayerPanel`1[T]:WorldEntityCullingService_WorldEntityCullingUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultWorldEntityCulling:LateUpdate()

04:58:07:185 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:58:07:185 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:58:17:479 STACKAmplitude.Diagnostics+LogMessage

    CityLabel:set_City(System.Reflection.ParameterInfo)
    CityLabel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshWorldEntityBinding(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshLayerLabel()
    LabelLayerPanel`1[T]:WorldEntityCullingService_WorldEntityCullingUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultWorldEntityCulling:LateUpdate()

04:58:18:727 STACKFailed to load image Gui/DynamicBitmaps/Factions/eliminationLogoSmall

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:58:18:727 STACKImage ELIMINATIONLOGOSMALL was not found in the main atlas either

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiEmpire:GetImageTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FeaturePlayerStatusItem:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:SetupPlayerLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeaturePlayersStatus:RefreshContent()
    PanelFeaturePlayersStatus+c__Iterator4BF:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator75:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator70:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

04:58:24:017 STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:24:018 STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,AICommanderMission_FrontierHarass,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    GameServerState_Turn_Finished+c__Iterator295:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:24:481 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
    AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_End+c__Iterator6EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:24:481 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingVaulters

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:24:481 STACK[Desync] 'PointOfInterest#116' has been reattached to 'City#6113' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:24:482 STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:24:650 STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:24:651 STACK[Desync] 'PointOfInterest#368' has been reattached to 'City#980' (Dirty).

    DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1B7:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:190 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:190 STACKSeason change: new season 'HeatWave', the new season will end at turn 219 (duration: 6 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:476 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:476 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:476 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:476 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:476 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:476 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:477 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:478 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:479 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:480 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:481 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:481 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:481 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:481 STACKYou are trying to remove an interaction lock, but you haven't added one yet.

    PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:25:481 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:27:639 STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00003AC9, Ticket: 00001FE0

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:27:639 STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 6950, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.

    DepartmentOfDefense+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:27:664 STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).

    DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:242 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    MajorEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:242 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:242 STACKTrying to save an kiaju army without units.

    DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo)
    Empire:WriteXml(System.Reflection.ParameterInfo)
    KaijuEmpire:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    Game:WriteXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo)
    GameManager+c__Iterator2E6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:271 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:307 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:307 STACKChanging ai state of empire (index: 6, from: 'Dead', to: 'EmpireControlledByAI').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:307 STACKAIMaster AIPlayer: Empire 6 change its state from Dead to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

04:58:29:596 STACKAIScheduler.Run : Caught exception, System.NullReferenceException: Object reference not set to an instance of an object at AIData_City.UpdateCityMaturity () [0x00000] in :0 at AIData_City.RunAIThread () [0x00000] in :0 at AIDataRepositoryAIHelper.RunAIThread () [0x00000] in :0 at AIScheduler.OnRun () [0x00000] in :0 at AIScheduler.Run () [0x00000] in :0 , Object reference not set to an instance of an object

    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

04:59:08:695 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:08:695 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:08:695 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:08:696 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:08:696 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:14:572 STACKAmplitude.Diagnostics+LogMessage

    CityLabel:set_City(System.Reflection.ParameterInfo)
    CityLabel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshWorldEntityBinding(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshLayerLabel()
    LabelLayerPanel`1[T]:WorldEntityCullingService_WorldEntityCullingUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultWorldEntityCulling:LateUpdate()

04:59:14:737 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:14:737 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:14:737 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:18:401 STACKAmplitude.Diagnostics+LogMessage

    CityLabel:set_City(System.Reflection.ParameterInfo)
    CityLabel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshWorldEntityBinding(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshLayerLabel()
    LabelLayerPanel`1[T]:WorldEntityCullingService_WorldEntityCullingUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultWorldEntityCulling:LateUpdate()

04:59:18:427 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:18:619 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:18:619 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:18:619 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:18:619 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:18:619 STACKAmplitude.Diagnostics+LogMessage

    CursorManager:AddKey(System.Reflection.ParameterInfo)
    CursorTarget:AddMouseKey(System.Reflection.ParameterInfo)
    PointOfInterestCursorTarget:OnHighlightChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:Update()
    CursorManager:Update()

04:59:52:024 STACKAmplitude.Diagnostics+LogMessage

    CityLabel:set_City(System.Reflection.ParameterInfo)
    CityLabel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshWorldEntityBinding(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CityLabelLayerPanel:RefreshLayerLabel()
    LabelLayerPanel`1[T]:WorldEntityCullingService_WorldEntityCullingUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DefaultWorldEntityCulling:LateUpdate()

04:59:58:339 STACKLoading file 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 427.sav'

    LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

05:00:01:938 STACK[GameServer][Net] SteamGameServer 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()

05:00:01:938 STACKUnloading game; destroying the world view technique...

    WorldView: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()

05:00:01:938 STACKReleasing the current world view technique...

    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:00:01:938 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:00:01:938 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:00:01:939 STACKMapBoostFx is null

    WorldArmy:ClearMapBoostEffects()
    WorldArmy:Release()
    DefaultWorldEntityFactory:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:00:01:939 STACKInsideFramePostProcess.Unload

    InsideFramePostProcess:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:00:01:939 STACKUnloading game; destroying all world patches...

    WorldView: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()

05:00:01:939 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()

05:00:01:939 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    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()

05:00:01:939 STACKGame has been released.

    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()

05:00:01:940 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()

05:00:01:940 STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

    Session:.ctor()
    System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

05:00:01:940 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()

05:00:01:940 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()

05:00:01:940 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148

    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()

05:00:01:940 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()

05:00:01:940 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:01:940 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:01:941 STACK[Lobby] SlotCount: total=0, occupied=0, free=0.

    RuntimeState_Lobby:UpdateSlotCount()
    RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

05:00:01:941 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:01:941 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:01:941 STACK[SessionState] SessionState_Opened.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:941 STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:941 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:941 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:941 STACKGameServerState_InitializeServer.

    GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:941 STACKGameServerState_LaunchGame.

    GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:941 STACKGameClientState_WaitingForServer

    GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:953 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:01:953 STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x01100001069a0c65', steamIDUser: '0x01100001069a0c65'.

    GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:953 STACK[Net] [GameClient] Got 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()

05:00:01:965 STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:974 STACKGameClientState_ConnectedToServer.

    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:974 STACKGameClientState_LaunchGame.

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:974 STACK[Dump] GameManager.DumpingMethod = Binary

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:01:974 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()

05:00:02:004 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:004 STACKLoading from archive 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 427.sav'...

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:004 STACKUsing path to archive: 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 427.sav'

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:004 STACKThe world has been initialized (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 1 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 2 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 3 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 4 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 5 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 6 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 7 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 8 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 9 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 10 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 11 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 12 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 13 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 14 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:213 STACKProcessing river 15 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 16 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 17 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 18 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 19 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 20 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 21 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 22 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 23 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 24 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 25 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 26 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKProcessing river 27 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:214 STACKThe world has been loaded (in 0.2040117 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:215 STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:235 STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:250 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:267 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:284 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:300 STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:317 STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:334 STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:351 STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.

    PathfindingManager:InitializeRules()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:383 STACKThe pathfinding service is ready.

    PathfindingManager:OnPathfindingServiceReady()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:383 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0460027 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:385 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:399 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:416 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:433 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:450 STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:467 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:484 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:500 STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:517 STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:534 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:550 STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:567 STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:584 STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:600 STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:617 STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:634 STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:650 STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:667 STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:684 STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:700 STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0.001 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:02:717 STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:501 STACKTrying to load an army without units. Army GUID: 2663

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    MajorEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:501 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:502 STACKTrying to load an army without units. Army GUID: 1769

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:502 STACK[Kaiju] Kaiju Empire [Chaka] Relocation Formula Result: [15]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:502 STACKTrying to load an army without units. Army GUID: 4164

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:502 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:502 STACKAmplitude.Diagnostics+LogMessage

    Cadaster:ICadasterService.RefreshCadasterMap()
    Cadaster:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:06:502 STACKException caught: (Inner) Object reference not set to an instance of an object at Cadaster.ICadasterService.RefreshCadasterMap () [0x00000] in :0 at Cadaster.ReadXml (Amplitude.Xml.XmlReader reader) [0x00000] in :0 at Amplitude.Xml.XmlReader.ReadElementSerializable[IXmlSerializable] (System.String name, IXmlSerializable& serializable) [0x00000] in :0 at Game.ReadXml (Amplitude.Xml.XmlReader reader) [0x00000] in :0 at Game+c__Iterator2E3.MoveNext () [0x00000] in :0 at Amplitude.Coroutine.Run () [0x00000] in :0 at Amplitude.Coroutine+c__IteratorA2.MoveNext () [0x00000] in :0

    GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:CreateGameAsync_CoroutineExceptionHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:09:034 STACK[GameServer][Net] SteamGameServer 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()

05:00:09:034 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()

05:00:09:034 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    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()

05:00:09:035 STACKGame has been released.

    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()

05:00:09:035 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()

05:00:09:046 STACKLoading the outgame view...

    OutGameView+c__Iterator716:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:00:10:331 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView+c__Iterator716:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:14:460 STACKOnLoadGameCB

    MenuMainScreen:OnLoadGameCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

05:00:17:192 STACKLoading file 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 426.sav'

    LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

05:00:17:208 STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

    Session:.ctor()
    System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

05:00:17:208 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()

05:00:17:208 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()

05:00:17:208 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148

    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()

05:00:17:208 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()

05:00:17:208 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:17:208 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:17:208 STACK[Lobby] SlotCount: total=0, occupied=0, free=0.

    RuntimeState_Lobby:UpdateSlotCount()
    RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

05:00:17:208 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:17:208 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:00:17:208 STACK[SessionState] SessionState_Opened.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:208 STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:209 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:209 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:209 STACKGameServerState_InitializeServer.

    GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:209 STACKGameServerState_LaunchGame.

    GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:209 STACKGameClientState_WaitingForServer

    GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:219 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:219 STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x01100001069a0c65', steamIDUser: '0x01100001069a0c65'.

    GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:219 STACK[Net] [GameClient] Got 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()

05:00:17:235 STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:252 STACKGameClientState_ConnectedToServer.

    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:252 STACKGameClientState_LaunchGame.

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:252 STACK[Dump] GameManager.DumpingMethod = Binary

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:17:252 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()

05:00:17:289 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:289 STACKLoading from archive 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 426.sav'...

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:289 STACKUsing path to archive: 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 426.sav'

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:289 STACKThe world has been initialized (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 1 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 2 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 3 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 4 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 5 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 6 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 7 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 8 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 9 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 10 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 11 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 12 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 13 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 14 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 15 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 16 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 17 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 18 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 19 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 20 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 21 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 22 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 23 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 24 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 25 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 26 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:515 STACKProcessing river 27 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:516 STACKThe world has been loaded (in 0.2150123 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:522 STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:537 STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:553 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:569 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:585 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:602 STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:620 STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:635 STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:652 STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.

    PathfindingManager:InitializeRules()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:672 STACKThe pathfinding service is ready.

    PathfindingManager:OnPathfindingServiceReady()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:672 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0280016 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:688 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:700 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:718 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:734 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:751 STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:767 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:786 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:803 STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:820 STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:837 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:854 STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:870 STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:887 STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:903 STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:920 STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:937 STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:954 STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:970 STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:17:987 STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:18:003 STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:18:020 STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:229 STACKTrying to load an army without units. Army GUID: 2663

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    MajorEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKTrying to load an army without units. Army GUID: 1769

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACK[Kaiju] Kaiju Empire [Chaka] Relocation Formula Result: [15]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKTrying to load an army without units. Army GUID: 4164

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 898 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 3 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 3 Technology: TechnologyDefinitionFood0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 1594 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToWar Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStateWar.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 3205 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 3898 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 3921 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 7 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 7 Technology: TechnologyDefinitionShip.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 4074 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 2.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 4847 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 5 Technology: TechnologyDefinitionSearchBonus.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 4864 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 4900 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 7 Provider: 7 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 4924 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 3 Provider: 3 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:230 STACKRegister new contract DiplomaticContract 4940 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 5513 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 5602 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 5 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 5683 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 5684 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 5823 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 5915 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 6059 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 6185 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 6374 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 PeaceToAlliance Proposer: 3 Provider: 3 Receiver: 0 DestinationState: DiplomaticRelationStateAlliance TechnologyDeal Proposer: 3 Provider: 0 Receiver: 3 Technology: TechnologyDefinitionMarketplaceResources.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 6422 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 6434 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 6515 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKRegister new contract DiplomaticContract 6644 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKLoad game with difficulty Easy and speed Normal.

    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:231 STACKThe department of defense was asked to add an army (guid #2663) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKThe department of defense was asked to add an army (guid #1769) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKThe department of defense was asked to add an army (guid #4164) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:232 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKRegistering new data (name: NumberOfLandRegions, value: 47)

    VictoryManager+c__Iterator197:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury5.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury3.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury9.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:30:233 STACKGameServerState_GameLaunchedAndReady.

    GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:30:233 STACKGameClientState_GameLaunched.

    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:30:233 STACK[PlayerRepository] Player 'DarthK3v' has been registered (Human/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()

05:00:30:234 STACK[PlayerRepository] Player 'AI#1' has been registered (AI/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()

05:00:30:234 STACK[PlayerRepository] Player 'AI#2' has been registered (AI/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()

05:00:30:234 STACK[PlayerRepository] Player 'AI#3' has been registered (AI/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()

05:00:30:234 STACK[PlayerRepository] Player 'AI#4' has been registered (AI/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()

05:00:30:234 STACK[PlayerRepository] Player 'AI#5' has been registered (AI/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()

05:00:30:234 STACK[PlayerRepository] Player 'AI#6' has been registered (AI/Local) on Empire #6.

    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()

05:00:30:234 STACK[PlayerRepository] Player 'AI#7' has been registered (AI/Local) on Empire #7.

    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()

05:00:30:234 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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:234 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:235 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:00:30:963 STACKDestroying the outgame view scene to free some resources. (switching to 'WorldView')

    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()

05:00:30:963 STACKCamera controller set!

    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:00:30:963 STACKInitializing the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:00:30:964 STACKWaiting for the ignition of all world view technique ancillaries...

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:00:31:763 STACKAll world view technique ancillaries have been ignited.

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:31:763 STACKLoading the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:31:763 STACKHxTechniqueGraphicData.Load Begin

    HxTechniqueGraphicData+c__Iterator75C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:363 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:364 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:364 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:364 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:364 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:364 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:364 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:364 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:392 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:393 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:393 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:393 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:393 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:393 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:393 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:393 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:425 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:425 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:425 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:425 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:425 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:425 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:425 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:426 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:438 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:438 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:438 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:439 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:439 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:439 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:439 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:439 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:452 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:452 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:452 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:452 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:452 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:453 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:453 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:453 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:465 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:465 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:465 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:465 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:466 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:466 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:466 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:466 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:483 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:484 STACKUnable to find instancing policy for mesh [lava].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:484 STACKUnable to find instancing policy for mesh [rock_1].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:484 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:484 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:484 STACKUnable to find instancing policy for mesh [volcano].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:33:485 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:157 STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 5.4493117 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKUsing double buffering for LookupTexture update : False

    VisibilityRenderer+c__Iterator738:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0070004 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0020001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0010001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKRoadRenderer.Load start

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKRoadRenderer.Load end

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'RoadRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKInsideFramePostProcess.Load

    InsideFramePostProcess+c__Iterator300:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:158 STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:539 STACKGameClientState_GameLaunchedAndReady.

    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:46:539 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:46:539 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameClient_LaunchAndReady()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:46:567 STACKAudio emitter received a null or empty event name.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter:PlayAutomaticEvents(System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioEmitter+c__Iterator1D:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:00:46:728 STACK[Net][GameServer] GameInProgress

    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:46:728 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:46:728 STACKForcing the AI scheduler to load the game because we're about to save another one...

    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEC:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorED:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer: Lesser Empire 53 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEE:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0

    AIPlayer_LesserEmpire+c__Iterator4D:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKRun thread AIPlayer: Lesser Empire 53.

    AIPlayer+c__Iterator42:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKSeason change: new season 'Summer', the new season will end at turn 212 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:48:946 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:50:726 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:50:726 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:00:50:727 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:00:50:727 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:00:50:727 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:00:50:778 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:50:779 STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:50:779 STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:51:200 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:00:51:563 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:00:52:399 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:00:53:217 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:00:53:233 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:00:53:871 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:53:985 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:53:985 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:54:096 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:54:096 STACK[Quest] Applying quest world effect QuestWorldEffect#0006 for 7 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:54:511 STACKRegister new contract DiplomaticContract 6872 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6AD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:54:554 STACKContract 6872 pass from state Negotiation to state Proposed.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:54:555 STACKContract 6872 pass from state Proposed to state Refused.

    DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
    DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:500 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:708 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:708 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:709 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:709 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:709 STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:709 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:709 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:56:709 STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:58:237 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:58:823 STACKGotoAndAttack Preprocessor. Attacker=4758, Defender=4691.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:58:823 STACKOrder preprocessing failed because the defender is moving. Attacker=4758, Defender=4691.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:58:823 STACKPreprocessor failed because the tile (24,40) is not stopable for army 5470.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:58:823 STACKPreprocessor failed because the tile (41,5) is not stopable for army 4691.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:58:823 STACKPreprocessor failed because the tile (41,5) is not stopable for army 5490.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:00:59:543 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

05:01:00:097 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:00:097 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:00:097 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:00:178 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:00:178 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:00:178 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:01:318 STACKPreprocessor failed because the tile (22,37) is not stopable for army 6842.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:01:318 STACKPreprocessor failed because the tile (22,38) is not stopable for army 5835.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:01:637 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:01:637 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:01:637 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:01:963 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

05:01:02:034 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

05:01:02:916 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:02:916 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:04:225 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:04:225 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:04:225 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:04:225 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:04:225 STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:05:348 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:05:348 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:05:348 STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:05:348 STACKGotoAndAttack Preprocessor. Attacker=5835, Defender=5884.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:05:381 STACKArmyGoToAndAttackInstruction: lock target 5884.

    ArmyGoToAndAttackInstruction:OnStartMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:06:382 STACKArmyGoToAndAttackInstruction: Unlock target 5884.

    ArmyGoToAndAttackInstruction:OnStopMoving()
    ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
    DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState`1[T]:Run()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:06:607 STACKPreprocessor failed because the tile (29,57) is not stopable for army 6843.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:01:08:366 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

05:01:08:847 STACKGotoAndAttack Preprocessor. Attacker=5835, Defender=5884.

    DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:34:463 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
    EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
    NotificationPanelEncounterSetup+c__Iterator408:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:52:667 STACKLoading file 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 425.sav'

    LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

05:02:56:214 STACK[GameServer][Net] SteamGameServer 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()

05:02:56:214 STACKUnloading game; destroying the world view technique...

    WorldView: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()

05:02:56:215 STACKReleasing the current world view technique...

    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:02:56:215 STACKInsideFramePostProcess.Unload

    InsideFramePostProcess:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:02:56:215 STACKUnloading game; destroying all world patches...

    WorldView: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()

05:02:56:215 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()

05:02:56:215 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    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()

05:02:56:215 STACKGame has been released.

    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()

05:02:56:215 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()

05:02:56:216 STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

    Session:.ctor()
    System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Activator:CreateInstance(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

05:02:56:216 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()

05:02:56:216 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()

05:02:56:216 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148

    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()

05:02:56:216 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()

05:02:56:217 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:02:56:217 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:02:56:217 STACK[Lobby] SlotCount: total=0, occupied=0, free=0.

    RuntimeState_Lobby:UpdateSlotCount()
    RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

05:02:56:217 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:02:56:217 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4057644 (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()

05:02:56:217 STACK[SessionState] SessionState_Opened.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:217 STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:217 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:218 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator6FC:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:218 STACKGameServerState_InitializeServer.

    GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:218 STACKGameServerState_LaunchGame.

    GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:218 STACKGameClientState_WaitingForServer

    GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:230 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:230 STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x01100001069a0c65', steamIDUser: '0x01100001069a0c65'.

    GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:230 STACK[Net] [GameClient] Got 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()

05:02:56:236 STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

    SessionState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:254 STACKGameClientState_ConnectedToServer.

    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:254 STACKGameClientState_LaunchGame.

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:254 STACK[Dump] GameManager.DumpingMethod = Binary

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:02:56:254 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()

05:02:56:286 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator56:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:286 STACKLoading from archive 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 425.sav'...

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:286 STACKUsing path to archive: 'C:\Users\Kev Kova\Documents\Endless Legend\Save Files\AutoSave 425.sav'

    GameManager+c__Iterator2E8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:286 STACKThe world has been initialized (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 1 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 2 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 3 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 4 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 5 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 6 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 7 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 8 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 9 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 10 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 11 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:462 STACKProcessing river 12 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 13 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 14 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 15 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 16 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 17 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 18 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 19 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 20 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 21 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 22 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 23 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 24 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 25 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 26 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:463 STACKProcessing river 27 of type NormalRiver

    World+c__Iterator2F4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:464 STACKThe world has been loaded (in 0.1720098 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:466 STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:468 STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:485 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:502 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:518 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:535 STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:551 STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:568 STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:586 STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.

    PathfindingManager:InitializeRules()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:618 STACKThe pathfinding service is ready.

    PathfindingManager:OnPathfindingServiceReady()
    PathfindingManager+c__Iterator134:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:618 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0460027 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:620 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:634 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:651 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:668 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:685 STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:702 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:718 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:735 STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:751 STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:768 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:785 STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:802 STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:818 STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:835 STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:851 STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:868 STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:885 STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:902 STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:918 STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:935 STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:02:56:951 STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator2E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:847 STACKTrying to load an army without units. Army GUID: 2663

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    MajorEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACK[Kaiju] Kaiju Empire [Kazar] Relocation Formula Result: [10]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKTrying to load an army without units. Army GUID: 1769

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACK[Kaiju] Kaiju Empire [Chaka] Relocation Formula Result: [15]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKTrying to load an army without units. Army GUID: 4164

    DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACK[Kaiju] Kaiju Empire [Fakir] Relocation Formula Result: [5]

    KaijuCouncil:GetKaijuRelocationFrequency()
    KaijuCouncil:ResetRelocationETA()
    KaijuCouncil+c__Iterator2AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo)
    Empire:ReadXml(System.Reflection.ParameterInfo)
    KaijuEmpire:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 898 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 3 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 3 Technology: TechnologyDefinitionFood0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 1594 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToWar Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStateWar.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 3205 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 3898 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 3921 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 7 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 7 Technology: TechnologyDefinitionShip.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 4074 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 2.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 4847 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 0 Provider: 0 Receiver: 5 Technology: TechnologyDefinitionSearchBonus.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 4864 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 4900 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 7 Provider: 7 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 4924 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 3 Provider: 3 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 4940 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 1 Provider: 1 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:848 STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 5513 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 5602 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 5 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 5683 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 5684 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 DiplomaticTermWarning Proposer: 7 Provider: 7 Receiver: 0.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 5823 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 5915 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 6059 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 6185 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 6374 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 PeaceToAlliance Proposer: 3 Provider: 3 Receiver: 0 DestinationState: DiplomaticRelationStateAlliance TechnologyDeal Proposer: 3 Provider: 0 Receiver: 3 Technology: TechnologyDefinitionMarketplaceResources.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 6422 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 6434 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 6515 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 ColdWarToPeace Proposer: 3 Provider: 3 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKRegister new contract DiplomaticContract 6644 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 MapExchange Proposer: 5 Provider: 5 Receiver: 3.

    DiplomacyManager:Register(System.Reflection.ParameterInfo)
    DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
    Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ReadXml(System.Reflection.ParameterInfo)
    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKLoad game with difficulty Easy and speed Normal.

    Game+c__Iterator2E3:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKThe department of defense was asked to add an army (guid #2663) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKThe department of defense was asked to add an army (guid #1769) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:849 STACKThe department of defense was asked to add an army (guid #4164) but it is already present in its list of armies.

    DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo)
    Kaiju:SetArmy(System.Reflection.ParameterInfo)
    Kaiju+c__Iterator2B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 7

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKUpdateArmyObjective.Initialize

    QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKRegistering new data (name: NumberOfLandRegions, value: 47)

    VictoryManager+c__Iterator197:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:850 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury5.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury3.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury2.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury1.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury4.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury9.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury8.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.

    KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo)
    KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo)
    KaijuTechsManager+c__Iterator120:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 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__Iterator59:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:08:851 STACKGameServerState_GameLaunchedAndReady.

    GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:08:851 STACKGameClientState_GameLaunched.

    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:08:851 STACK[PlayerRepository] Player 'DarthK3v' has been registered (Human/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()

05:03:08:851 STACK[PlayerRepository] Player 'AI#1' has been registered (AI/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()

05:03:08:851 STACK[PlayerRepository] Player 'AI#2' has been registered (AI/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()

05:03:08:851 STACK[PlayerRepository] Player 'AI#3' has been registered (AI/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()

05:03:08:851 STACK[PlayerRepository] Player 'AI#4' has been registered (AI/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()

05:03:08:851 STACK[PlayerRepository] Player 'AI#5' has been registered (AI/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()

05:03:08:851 STACK[PlayerRepository] Player 'AI#6' has been registered (AI/Local) on Empire #6.

    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()

05:03:08:851 STACK[PlayerRepository] Player 'AI#7' has been registered (AI/Local) on Empire #7.

    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()

05:03:08:852 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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:852 STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticRelationshipDisk:PostOrderGetAIAttitude()
    DiplomaticRelationshipDisk:RefreshAttitude()
    DiplomaticRelationshipDisk:RefreshContent()
    AmbassadorInteractionPanel:RefreshContent()
    GameDiplomacyScreen:CreateAmbassadorInteractionPanels()
    GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo)
    GuiPlayerControllerScreen: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()

05:03:08:880 STACKCamera controller set!

    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:03:08:880 STACKInitializing the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:03:08:880 STACKWaiting for the ignition of all world view technique ancillaries...

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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)
    WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
    WorldView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:03:09:788 STACKAll world view technique ancillaries have been ignited.

    WorldViewTechnique+c__Iterator750:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:09:789 STACKLoading the render view technique...

    WorldView+c__Iterator783:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:09:789 STACKHxTechniqueGraphicData.Load Begin

    HxTechniqueGraphicData+c__Iterator75C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:173 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:173 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:173 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:173 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:173 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:173 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:174 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:174 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:199 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:231 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:231 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:231 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:231 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:232 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:232 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:232 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:232 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:244 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:245 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:245 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:245 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:245 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:245 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:245 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:245 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:258 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:271 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:271 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:271 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:271 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:271 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:271 STACKUnable to find instancing policy for mesh [ridge_ashland_D].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:272 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:272 STACKUnable to find instancing policy for mesh [ridge_ashland_F].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:284 STACKUnable to find instancing policy for mesh [ridge_ashland_B].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:284 STACKUnable to find instancing policy for mesh [lava].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:284 STACKUnable to find instancing policy for mesh [rock_1].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:285 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:285 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:285 STACKUnable to find instancing policy for mesh [volcano].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:11:285 STACKUnable to find instancing policy for mesh [rock_2].

    HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
    HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HxTechniqueGraphicData+c__Iterator75E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:676 STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:676 STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:676 STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 5.6703243 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKUsing double buffering for LookupTexture update : False

    VisibilityRenderer+c__Iterator738:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0140008 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:677 STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0020001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0010001 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKRoadRenderer.Load start

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKRoadRenderer.Load end

    RoadRenderer+c__Iterator732:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKThe ancillary service 'RoadRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKInsideFramePostProcess.Load

    InsideFramePostProcess+c__Iterator300:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:678 STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:679 STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:679 STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0 second(s)).

    WorldViewTechnique+c__Iterator751:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:03:24:784 STACKGameClientState_GameLaunchedAndReady.

    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:24:784 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:24:784 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameClient_LaunchAndReady()
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:25:034 STACK[Net][GameServer] GameInProgress

    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:25:034 STACKGameServerState_Turn_Begin.

    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:25:034 STACKForcing the AI scheduler to load the game because we're about to save another one...

    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:201 STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:201 STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:201 STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEB:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEC:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorED:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer: Lesser Empire 53 change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEE:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0

    AIPlayer_LesserEmpire+c__Iterator4D:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:202 STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler+c__IteratorEF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:203 STACKRun thread AIPlayer: Lesser Empire 53.

    AIPlayer+c__Iterator42:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:203 STACKSeason change: new season 'Summer', the new season will end at turn 212 (duration: 2 turn(s)).

    SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:GameServer_Turn_Begin()
    GameServerState_Turn_Begin+c__Iterator6F7:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:27:203 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AudioManager:PlayAmbianceMusic()
    AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator6A5:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:28:990 STACK[Net] Transition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:28:990 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:03:28:990 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:03:28:990 STACK[Dump] SynchronizationState = Unset

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:03:28:990 STACK[Trans] False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:SetLobbyData(System.Reflection.ParameterInfo, 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()

05:03:29:028 STACKGameServerState_Turn_AI.

    GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:29:028 STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').

    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:29:028 STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Turn_AI+c__Iterator6F6:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:29:497 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:03:29:893 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:03:30:748 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:03:31:539 STACKAIMaster AIPlayer: Empire 6 change its state from EmpireControlledByAI to Dead.

    AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:03:31:556 STACKAIEntity error. System.NullReferenceException: Object reference not set to an instance of an object at StrategicInputAgent_MinorStress.UpdateEmpireInfo (.Empire empire, System.Single& numberOfVillage, System.Single& villageUnitCountAverage, System.Single& numberOfArmies, System.Single& armyUnitCountAverage, System.Single& maxMilitaryPower) [0x00000] in :0 at StrategicInputAgent_MinorStress.ComputeInitialValue () [0x00000] in :0 at StrategicNetwork.Compute () [0x00000] in :0 at AILayer_Strategy.AmasUpdate (Amplitude.StaticString context, Amplitude.StaticString pass) [0x00000] in :0 at AIEntity.DoPasses (Amplitude.StaticString context) [0x00000] in :0

    AIEntity:DoPasses(System.Reflection.ParameterInfo)
    AIEntity:NextPass(System.Reflection.ParameterInfo)
    AIPlayer:OnRun()
    AIPlayer_MajorEmpire:OnRun()
    AIPlayer:Start()
    AIScheduler:OnRun()
    AIScheduler:Run()
    Amplitude.Threading.Thread:Job()

05:03:32:188 STACKGameServerState_Turn_Main.

    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:32:312 STACKGameClientState_Turn_Begin.

    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:32:312 STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.

    QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestBehaviour:Execute(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator6EE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:32:433 STACKGameClientState_Turn_Main.

    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:32:433 STACK[Quest] Applying quest world effect QuestWorldEffect#0006 for 8 turns

    QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
    GameClient+c__Iterator6C9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:32:551 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:32:551 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:34:950 STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt

    AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
    AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
    AICommanderMission:TryGetArmyData()
    AICommanderMissionWithRequestArmy:TryGetArmyData()
    AICommanderMission:Initializing()
    AICommanderMission:Process()
    AICommanderMission:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:35:145 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:35:145 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:36:027 STACKPreprocessor failed because the tile (41,4) is not stopable for army 5893.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:36:712 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:37:068 STACKPreprocessor failed because the tile (41,5) is not stopable for army 5981.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:37:709 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

05:03:38:257 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:38:294 STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:38:294 STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:38:294 STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:39:028 STACKPreprocessor failed because the tile (23,41) is not stopable for army 5470.

    DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:39:075 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

05:03:39:803 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:39:803 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:39:803 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:39:803 STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

    DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:41:065 STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

    EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Booster:Activate()
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:41:065 STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

    EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:41:065 STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

    DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:41:795 STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

    Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    WorldPawn:OnMoveStart()
    WorldPawn:Update()

05:03:42:331 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:42:331 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:43:390 STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:43:390 STACKSynchronous job SynchronousJob_QueueResearch failed.

    SynchronousJobRepository:Tick()
    TickableRepository:Tick(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

05:03:48:981 STACK[GameServer][Net] SteamGameServer 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()

05:03:48:982 STACKUnloading game; destroying the world view technique...

    WorldView: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()

05:03:48:982 STACKReleasing the current world view technique...

    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:03:48:982 STACKInsideFramePostProcess.Unload

    InsideFramePostProcess:Unload()
    WorldViewTechnique:UnloadAncillaries()
    WorldView:ReleaseCurrentWorldViewTechnique()
    WorldView: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()

05:03:48:982 STACKUnloading game; destroying all world patches...

    WorldView: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()

05:03:48:982 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()

05:03:48:982 STACKStoreStats

    Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
    Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
    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()

05:03:48:982 STACKGame has been released.

    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()

05:03:48:982 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()

05:03:49:090 STACKLoading the outgame view...

    OutGameView+c__Iterator716:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:03:49:091 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MenuScoreScreen+c__Iterator679:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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:Show(System.Reflection.ParameterInfo)
    OutGameView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()

05:03:50:683 STACKPlaying layered music .

    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView+c__Iterator716:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:04:38:422 STACKShutting down...

    Amplitude.Unity.Framework.Application+c__Iterator30:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2: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()
    MenuMainScreen:OnExitResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessagePanel:OnButton1CB(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()

05:04:39:342 STACKShudown complete.

    Amplitude.Unity.Framework.Application+c__Iterator30:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__IteratorA2:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

05:04:39:342 STACKFlush diagnostics before closing streams.

    Amplitude.Unity.Framework.Application:OnApplicationQuit()
    Application:OnApplicationQuit()